I'm getting some annoying shadow artifacts from the directional light that I assumed was shadow acne, but no matter what I set the bias to, it won't go away.
I'm using OgreNext 2.2.0 fresh clone from today. I've had these artifacts for some time though so it's not something that happened recently but now I have given up trying to figure it out on my own.

Setting bias to 0.01
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mRoot->getHlmsManager()->getHlms(HLMS_PBS)->getDefaultDatablock()->mShadowConstantBias = 0.01f;


Setting bias to 1.00, expected the acne to go away and some "peter panning" to occur, but nothing seems to happen.
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mRoot->getHlmsManager()->getHlms(HLMS_PBS)->getDefaultDatablock()->mShadowConstantBias = 1.00f;

I'm setting the bias constant right before the rendering loop, but could something be overriding my bias constant? I searched through the media files but nothing seems to set the bias there.
Changing the light direction doesn't make a difference either.
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mSceneManager->setShadowDirectionalLightExtrusionDistance(500.0f);
mSceneManager->setShadowFarDistance(500.0f);
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texture atlas 2048 7168 PFG_D32_FLOAT
texture tmpCubemap 1024 1024 PFG_R32_FLOAT cubemap depth_format PFG_D32_FLOAT
num_splits 3
pssm_lambda 0.85
shadow_map 0 atlas uv 0.0 0.000000000000000 1.0 0.285714285714286 light 0 split 0
shadow_map 1 atlas uv 0.0 0.285714285714286 0.5 0.142857142857143 light 0 split 1
shadow_map 2 atlas uv 0.5 0.285714285714286 0.5 0.142857142857143 light 0 split 2