New answers tagged blur
Regarding cubemap seams, you can just filter across edges. See: glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); As far as your actual shadow quality, the entire benefit of VSM and ESM techniques comes from the special form that the visibility test takes. You probably want to introduce a constant factor for over- or under-darkening the shadows, so that the edge isn'...
Top 50 recent answers are included