Why no shadows on tsstatics?
by Phil Carlisle · in Torque Game Engine Advanced · 03/12/2007 (3:24 pm) · 6 replies
Just been trying to think of a reason, but I cant see it. Why no shadows on tsstatics John? I mean, if you have any objects in a scene which have shadows, its very hard to have objects that DONT have shadows. So why would it be a good idea to put the base shadow class at the staticshape level? Is it because it was easier to integrate into shapebase derived objects?
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#2
Check out the TLS TDN section for more details. Here's an excerpt on the object/shadow types:
03/15/2007 (12:28 pm)
TSStatics cast static shadows, which are baked into the terrain and interior light maps. Because Atlas lighting is not yet available you won't see baked shadows on Atlas, but they will exist once it's complete.Check out the TLS TDN section for more details. Here's an excerpt on the object/shadow types:
#3
But yeah, I guess having the choice is flexible at least :)
03/15/2007 (12:32 pm)
Ah, right, that explains it. I was just thinking of a few of the vids I've seen of Cryengine 2 and the world editor for it and it all had shadows on the geometry. I figured actually it made more sense to shadow EVERYTHING rather than selectively (how often do you NOT want a shadow?).But yeah, I guess having the choice is flexible at least :)
#4
I'm running it on a P4 2GHz, 1 Gig RAM, and a 128MB ATI x700 graphics card.
03/15/2007 (12:33 pm)
In our build I notice a lot of "flicker" in the dynamic shadows (cast by the player). Especially when the character rotates, or when the character is running "towards" their shadow. Is this simply a factor of inadequate system resources?I'm running it on a P4 2GHz, 1 Gig RAM, and a 128MB ATI x700 graphics card.
#5
Happens here as well if the cam moves (similar flickers I get at water borders if the cam moves. Easy to replicate, just go up a fair amount and move more or less parallel to the water plane).
So I think its more of something that has to do with world ticks or update calculations in general than with system specific problems.
Core Duo 2x2Ghz, 2GB RAM, NVidia 7600Go 256MB
03/16/2007 (4:44 am)
I've no idea why shadow actually flickers.Happens here as well if the cam moves (similar flickers I get at water borders if the cam moves. Easy to replicate, just go up a fair amount and move more or less parallel to the water plane).
So I think its more of something that has to do with world ticks or update calculations in general than with system specific problems.
Core Duo 2x2Ghz, 2GB RAM, NVidia 7600Go 256MB
#6
http://www.garagegames.com/mg/forums/result.thread.php?qt=34719
Such high praise from Ben in that thread too. :)
03/16/2007 (9:07 am)
There was a time where decals used to do the same thing for TGE. The problem was that the projection was placed at exactly the same position in worldspace as the other decals, which caused z-sorting issues.http://www.garagegames.com/mg/forums/result.thread.php?qt=34719
Such high praise from Ben in that thread too. :)
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
I think a similar idea was behind the decision to make foliage rendered nearly last instead of making it show through water, refractions and in reflections.
Pure performance decision, as it drops the framerate to 50% (at least on my 7600Go) even if you do not look at the foliage through water or refraction.