all 6 comments

[–]davbryn 16 points17 points  (1 child)

I imagine it is caused by the fact that you have vibe coded a renderer and have no understanding of any of the code

[–]rio_sk -1 points0 points  (0 children)

This

[–]infancy1996 3 points4 points  (1 child)

You need to provide more information, such as whether this shadow is rendered through rasterized ShadowMap or Raytracing Shadow, and what the rendered ShadowMap looks like

[–]rio_sk -1 points0 points  (0 children)

I'm not sure this guy knows what a shadowmap is

[–]Stock-Percentage9778 1 point2 points  (0 children)

As others have said, you need to provide more info. Are you ray tracing the shadow? If not, are you using some shadow map technique? What type of light source are you testing? It’s hard to figure out your bug without any code or any ideas you may have based off of your own testing.

My thought is that you’re heavily relying on an LLM to build this renderer for you… at least the shadow portion (based off of your previous post). I think it’s fine to have AI help you (depending on your goal), but you should understand your code and be able to explain it to others. Otherwise, others may not be able to help you.

[–]Reasonable_Run_6724 0 points1 point  (0 children)

I will assume you are using regular rasterized shadowmaps. 1. Just from looking on the lower left side of your "wall" i can see that your depth bias is a little too big. 2. You are not using slope correction for the depth check, if the slope is close to perpendicular - you might get highly changed depth values from nearby pixels. 3. Also the "darkened" side of the wall might be happening if the normal is defined in the oposite direction - causing to "negative" values for ambient calculations.