Game Development Community

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.

#1
10/19/2011 (10:50 am)
In your object datablocks, set the castShadows member to 1.
#2
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.