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[T3D 1.0 bug]Wrong decal geometry (Basic Lightning)

by Ivan Mandzhukov · in Torque 3D Professional · 10/20/2009 (4:42 pm) · 1 replies

Shadow rendering assume the player's up direction is always (0,0,1).
When used SetRenderTransform() to pan/tilt/roll the player , the shadow is placed a few distance away from the player.

I know the decision is around :
VectorF objRight( 1.0f, 0, 0 );
 VectorF objFwd( 0, 1.0f, 0 );
 VectorF objUp( 0, 0, 1.0f );

But when i passed the correct directions,shadow is still away ,but mirrored on the ground.

Any suggestions ?

#1
10/21/2009 (2:43 pm)
Anyone ?

Shadow doesn't take in account render transform operations.
Sometimes it can dissapear completely.
I found a way how to move the shadow (ProjectedShadow::_updateDecal()),but it is a hack,not a solution.

It is very embarrassing to see how the old TGEA shadow rocks and is really robust, in new T3D BL we don't have even a working shadow.

[EDIT] RESOLVED