
Note the nice saturation of the tree in the foreground.
Later...in x1674 (and any version since), black triangles (circled in red) began to appear at viewing certain angles:


Note how the tree shadow is now more "watered down" at the base from where it was in x1587.
A look at the SVN log gives the two possible changes that occured to dynamic shadows:
1600 Mon May 06 17:46:22 EDT 2013 twpol Bug 1098600 - fix for shadows being quite faint.
1597 Mon May 06 07:28:09 EDT 2013 twpol Bug 1098600 - fix for shadow inclusion test and shadow map center calculation.
I have spent quite a few hours with ShadowMap.fx and SceneryShader.fx and I have not been able to eradicate the black triangles. These are only caused when the user sets:
ShadowMapCount = (user set) 2 (or more)
For illustration purposes (and personal preference):
ShadowMapDistance = (user set) 450
Note that changes were made to both of these files in x1597 as per the SVN log:
/trunk/Source/RunActivity/Viewer3D/RenderFrame.cs
/trunk/Source/RunActivity/Processes/RenderProcess.cs
Testing CSM in a valley route emphasizes the problem of the black triangles. You will have to hunt right and left in any camera view to see them, but once in view they do not move their position until the "sun" moves. AFAIK they are visible at some angle throughout the "simulator day" but note that the screen captures are at about 12:00pm. Note the direction and position of the black triangles relative to all the other "wanted" shadows.
Even the most recent versions of OR have these artifacts. Thanks for "unXNBing" the .fx files as it is for easier to take a good look at their contents and have the JIT compiler do its magic at runtime.
Is there a way to revert back to the "old" way of generating shadows?
Many thanks.