GMK and shadows
by Limdorn · in Torque 3D Professional · 10/17/2011 (2:08 am) · 2 replies
Hi .
I do it: GMK is working with physX 2.5.8 and all is fine but ...
is it posible to have shadows with physx objects (barrels,box,spheres...) that we use in gmk?
Thanks.
I do it: GMK is working with physX 2.5.8 and all is fine but ...
is it posible to have shadows with physx objects (barrels,box,spheres...) that we use in gmk?
Thanks.
About the author
#2
None seem to work. At the moment I cant test it again as I'm in the
middle of setting up two servers.
Funny thing is, the ONLY objects I could find that uses that is PhysicsDebris
And Materials. So what good does it do to add it to the DataBlock?
Thats searching through the Source code and the scripts.
*Edit*
Aaah yes, I knew had found that, it's shadowenable...
Which I tried even forcing to Always on in the source:
I havent gotten back to that yet.
10/19/2011 (5:09 pm)
I believe I tried several things like that to get them to cast shadows.None seem to work. At the moment I cant test it again as I'm in the
middle of setting up two servers.
Funny thing is, the ONLY objects I could find that uses that is PhysicsDebris
And Materials. So what good does it do to add it to the DataBlock?
Thats searching through the Source code and the scripts.
*Edit*
Aaah yes, I knew had found that, it's shadowenable...
Which I tried even forcing to Always on in the source:
extern bool gFreezeSim;
RigidBodyData::RigidBodyData()
{
mShapeType = PhysInfo::ST_BOX;
//Mythic DEBUG Modified
shadowEnable = true;Still doesnt work...I havent gotten back to that yet.
Torque Owner Richard Ranft
Roostertail Games