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Ploysoup self shadowing like DIF?

by Gareth Fouche · in Torque Game Engine Advanced · 04/28/2008 (8:17 am) · 5 replies

This is probably a question for John Kabus,

I've noticed polysoup models don't self shadow like DIFs do, even though they generate terrain shadows. I know this has never been a feature of static shapes but I was wondering what, generally, would be involved in creating that behavior? What are the main issues that stand in the way?

self shadowing dif :

i99.photobucket.com/albums/l300/nakedninja_2006/image006.jpg

polysoup shadowing on terrain but not itself :

i99.photobucket.com/albums/l300/nakedninja_2006/image005.jpg

#1
04/28/2008 (11:34 am)
Not the man to answer this, but it should be noted that StaticShapes are also casting shadows on terrain now, but also do not self shadow. I haven't confirmed this on legacy, but this is definitely the case on atlas, so long as the staticshape has a collision mesh then its casting a shadow on atlas as of 1.7.
#2
05/11/2008 (1:01 pm)
Yeah, they are definitely an improvement, don't get me wrong, I would just like to completely move to polysoup if possible, but without self shadowing that is unlikely. It is one thing for an object like that platform, it is another thing in a dungeon or sewer, with pillars and torches casting shadows. As much as I love polysoup, I love that kind of ambient environmental shadowing.

Any devs able to give me feedback? Is adding self shadowing to polysoup something that could conceivably be added without a huge hassle? (after all, BSP is still a collection of polygons for the purposes of shadowing, isn't it?) Or is it a major pain in the ass? If I wanted to add it, where would I start?
#3
05/13/2008 (12:40 pm)
It *is* possible...just take a look at the code doing the self-shadowing for the InteriorStaticMesh's.

I don't think it is going to be a simple port though. Definitely something I am interested in looking at. However, I probably won't have time to look at it until later this year.
#4
05/13/2008 (12:53 pm)
Thanks Matt, I'll dig around there a bit then, see if I can make head or tails of it.
#5
05/13/2008 (3:00 pm)
This would be appreciated by *every* TGEA client.