Shadow alpha test
by Phil Carlisle · in Torque Game Engine Advanced · 01/23/2007 (9:09 am) · 3 replies
Hey guys..
I've been thinking about the object shadows and I've come to the conclusion that its not going to work without at least alpha tests on the shadows.
The reason why I dont think its going to work, is that there are just so many situations where your objects arent just solid geometry. For instance a tree, or a propeller, or a railing, or a large oil tower, or a burnt out building shell or etc...
So, I dont think so far there is alpha tests on the shadows. But can it be that hard to implement? its basically an early out operation on the texture of the shadow caster isnt it?
Or am I missing something?
Phil.
I've been thinking about the object shadows and I've come to the conclusion that its not going to work without at least alpha tests on the shadows.
The reason why I dont think its going to work, is that there are just so many situations where your objects arent just solid geometry. For instance a tree, or a propeller, or a railing, or a large oil tower, or a burnt out building shell or etc...
So, I dont think so far there is alpha tests on the shadows. But can it be that hard to implement? its basically an early out operation on the texture of the shadow caster isnt it?
Or am I missing something?
Phil.
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#2
01/26/2007 (4:51 pm)
If this isn't working now Phil it should be. One of the major benefits of buffer based shadows is the ability to generate good looking silhouettes from alpha test materials. I suspect it's just broken at the moment.
#3
I did some digging in the code, to see if I could squirt something into a shader to fix it. But doesnt look like it.
01/26/2007 (5:00 pm)
I dont know Tom, I got the impression John was having some problems with it. Right now afaik, translucent materials are simply not drawn. Is that right John?I did some digging in the code, to see if I could squirt something into a shader to fix it. But doesnt look like it.
Torque 3D Owner Phil Carlisle
The point is, with alpha test on the source object at least we have a chance to do some object silhouette based stuff.
I guess this is what happens in a projected shadow??