T3DBlobShadowCasterComponent horrible render bug
by Takuan Daikon · in Torque X 2D · 11/09/2008 (10:21 am) · 5 replies
The T3DBlobShadowCasterComponent component renders horribly, seemingly getting cut off at terrain patch borders, which can result in a crescent shadow with very hard edges, or even a "PacMan" look like the following snapshot :

This happens even in the 'out of the box' FPS demos, as shown in this snapshot :


This happens even in the 'out of the box' FPS demos, as shown in this snapshot :

#2
11/19/2008 (10:50 am)
I believe you can file a bug by contacting support. The devs do read the forums I'm just not sure how often.
#3
Thanks!
11/19/2008 (11:42 am)
I'll try that. I know they are planning a near-future release of a new version of TX, and it would be great if they could address some of these things. Most of them are pretty simple bugs, I think.Thanks!
#4
John K.
11/22/2008 (11:39 am)
Yeah, that doesn't very good. I wonder if this is a problem with the shadow rendering or the terrain rendering. I'm not a fan of the blob shadow since it's always projecting a circle. When I finally get some free time, I'd like to turn to a shader solution for projecting a true shadow to the terrain. John K.
#5
As would I :) The 'shadow blob' idea isn't really great, but it's better than absolutely nothing, and does kind of help resolve the appearance of avatars floating above the terrain.
I've kind of got my hands full trying to learn my way around the internals of the TX rendering pipeline and don't expect I'll be able to get to shadows for quite some time, though I have some great straight-XNA code for variant shadow maps that I'd love to port over some day.
As it is, I'm struggling with trying to figure out the cleanest and least 'hackish' way to port my atmospheric scattering stuff so that I can have a nice pretty skydome in TX, so I'll probably be completely buried for a little while longer.
If you do get true shadows working, I'm sure you'd be thanked by a great many aspiring TX developers like me :)
11/22/2008 (3:25 pm)
Quote:I'd like to turn to a shader solution for projecting a true shadow to the terrain
As would I :) The 'shadow blob' idea isn't really great, but it's better than absolutely nothing, and does kind of help resolve the appearance of avatars floating above the terrain.
I've kind of got my hands full trying to learn my way around the internals of the TX rendering pipeline and don't expect I'll be able to get to shadows for quite some time, though I have some great straight-XNA code for variant shadow maps that I'd love to port over some day.
As it is, I'm struggling with trying to figure out the cleanest and least 'hackish' way to port my atmospheric scattering stuff so that I can have a nice pretty skydome in TX, so I'll probably be completely buried for a little while longer.
If you do get true shadows working, I'm sure you'd be thanked by a great many aspiring TX developers like me :)
Torque Owner Takuan Daikon