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by Duncan Gray · in Torque Game Engine · 10/25/2008 (5:48 pm) · 3 replies

I added polysoup to TGE and noticed that players and vehicles do not cast shadows on these objects even though the buildPolyListOpcode routine is being called from the buildPartion in shadow.cc

I assume this is fixed in TGEA. Can someone explain what needs to be done to get buildPartion to use the poly's from buildPolyListOpcode. Or does buildPartion assume that polys will arrive in pre-sorted BSP format etc

#1
10/25/2008 (11:45 pm)
It is not fixed in TGEA 1.7.1
#2
10/26/2008 (7:27 am)
Are u guys sure about that? If I go int to TGEA 1.7.1, shadows are not cast on DTS objects, but if I turn Polysoup on, shadows are then cast on the DTS objects.

I have hacked some extra stuff into TGEA though, so a change I've done may be the contributing factor.
#3
10/26/2008 (10:12 am)
You're right, but the shadows are not casted all the way.
Obviously there is a problem.