Game Development Community

Shadowing

by John Carroll · in Torque Game Engine Advanced · 04/21/2008 (9:29 am) · 1 replies

Hi, having a problem with shadowing here. Apparently the shadow caster doesn't take into consideration the alpha channels of textures on the shapes that we are shadowing. We have hundreds of targets created by skinning a simple box shape (it would be near impossible to create a shape for each and every target). The targets are mounted on rotating target stands, and the shadow apparently isn't cast on it either. I've been into the shadow caster code, and it does indeed appear that the texture of the object being shadowed is not considered. There is an old resource for fixing this, but 1.7 has changed this part of the code so much that I haven't been able to work out how to get this working again. Below are examples of 2 targets, each one shown in the up, and the down positions. If anyone has any ideas on how to get shadowing working properly for this, I'm all ears....

mentatdewd.googlepages.com/shadowproblem2.jpgmentatdewd.googlepages.com/shadowproblem1.jpgmentatdewd.googlepages.com/shadowproblem4.jpgmentatdewd.googlepages.com/shadowproblem3.jpg

About the author

Working on using Torque as an Image Generator for Tactical Simulations under laser and live fire conditions, for Law Enforcement/Military applications.


#1
04/21/2008 (10:34 am)
Ugh, i was hoping all these fixes with TGEA would address something important like this. I know i'm gonna have lots of issues when it comes time to make my trees if this doesn't get corrected.