TSStatic::renderShadow? where it is?
by Caylo Gypsyblood · in · 02/20/2007 (6:14 pm) · 14 replies
Im haveing a hard time figureing out where TSStatic::renderShadow is at in the TLK.
Where do TSStatic render shadows from now?
Where do TSStatic render shadows from now?
#2
02/21/2007 (1:19 pm)
I have TLK (1.4.2, however, so things may be different in 1.5) and there's still a renderShadow() method in tsStatic.cc (line 355 or so).
#3
A code search for TSStatic::renderShadow turned up nothing.
I have placed a RETURN; Call at the start of each of the other ::renderShadow functions that i have been able to find, and none of them seem to be what im looking for....
TSMesh::renderShadow; seem to only effect dynamic TS shapes...
TSShapeInstance::renderShadow; seem to only effect dynamic TS shapes...
TSShapeInstance::MeshObjectInstance::renderShadow; seem to only effect dynamic TS shapes...
ShapeBase::renderShadow; seem to only effect dynamic TS shapes...
Seems convoluted and confusing to me, what logic am i missing here???
02/21/2007 (1:45 pm)
Perhapes so, but its not called from void TSStatic::renderObject anymore. (TLK 1.42 here also.) What we have NOW is this://----------------------------------------------- // Lighting Pack code block //----------------------------------------------- // renderShadow(Ddist,fogAmount); //----------------------------------------------- // Lighting Pack code block //-----------------------------------------------And with ShapeBase::renderShadow, now the ShapeBase::renderShadow function is in sgShadow.cc
A code search for TSStatic::renderShadow turned up nothing.
I have placed a RETURN; Call at the start of each of the other ::renderShadow functions that i have been able to find, and none of them seem to be what im looking for....
TSMesh::renderShadow; seem to only effect dynamic TS shapes...
TSShapeInstance::renderShadow; seem to only effect dynamic TS shapes...
TSShapeInstance::MeshObjectInstance::renderShadow; seem to only effect dynamic TS shapes...
ShapeBase::renderShadow; seem to only effect dynamic TS shapes...
Seems convoluted and confusing to me, what logic am i missing here???
#4
Is this definition what you are looking for or are you searching for calls to it?
02/21/2007 (4:58 pm)
The definition is exactly where Chris said it is: Line 356 of engine\game\tsStatic.cc Is this definition what you are looking for or are you searching for calls to it?
#5
(yes yes, there is a chunk of code there- but ONE TIME MORE for the little ones that dont know how to read- it is not being called from TSStatic::renderObject- matter of fact, you can take that full "void TSStatic::renderShadow(F32 dist, F32 fogAmount)" function and delete it! Nothing will change in the way your project runs.
Where do TSStatic render shadows from? I guess i need some help from someone with more then a tentative experience base with Torque...
02/21/2007 (5:48 pm)
Look, not to sound rude or anything. But right above here, i point our perfectly well what im looking for, and WHY im insisting that TSStatic::renderShadow is NOT there. (yes yes, there is a chunk of code there- but ONE TIME MORE for the little ones that dont know how to read- it is not being called from TSStatic::renderObject- matter of fact, you can take that full "void TSStatic::renderShadow(F32 dist, F32 fogAmount)" function and delete it! Nothing will change in the way your project runs.
Where do TSStatic render shadows from? I guess i need some help from someone with more then a tentative experience base with Torque...
#6
The shadow code is there, but not used - TSStatics do not cast dynamic shadows (see the TLK and/or TGE 1.5 docs for details).
02/21/2007 (5:56 pm)
Whoa, calm down - there's no need to get upset.The shadow code is there, but not used - TSStatics do not cast dynamic shadows (see the TLK and/or TGE 1.5 docs for details).
#7
So where and what is generating the TSStatic::renderObject shadows onto the terrain and BSP? THIS is what im trying to dig into.... you know, Where do TSStatic render shadows from?
Im perfectly understanding they are not rendering dynamic shadows, if i was wondering about that, any number of forums searches on "dynamic DTS shadows" would have enlightened me.
02/21/2007 (6:22 pm)
Im not upset, just amused when people can not read plain text. Perhaps i should phase my questions in a RAP SONG or something... So where and what is generating the TSStatic::renderObject shadows onto the terrain and BSP? THIS is what im trying to dig into.... you know, Where do TSStatic render shadows from?
Im perfectly understanding they are not rendering dynamic shadows, if i was wondering about that, any number of forums searches on "dynamic DTS shadows" would have enlightened me.
#8
You're asking where TSStatic static shadows are rendered - they aren't. TSStatic static shadows are baked into interior and terrain light maps during scene lighting. Dynamic shadows are rendered - that's why everyone assumed you were talking about dynamic shadows.
It's a simple mistake and not a problem, but you need to be patient. We're only trying to find out what you're asking, so we can help.
02/21/2007 (7:36 pm)
Look you're not coming across any less rude, I'm hoping this is a simple misunderstanding and not intentional. Ross is a member of the Synapse Gaming support team and the primary contact for TLK and TGE support, he's here to help.You're asking where TSStatic static shadows are rendered - they aren't. TSStatic static shadows are baked into interior and terrain light maps during scene lighting. Dynamic shadows are rendered - that's why everyone assumed you were talking about dynamic shadows.
It's a simple mistake and not a problem, but you need to be patient. We're only trying to find out what you're asking, so we can help.
#9
I just figured if one was talking about shadows from STATIC render object(TSStatic::renderObject), most anyone reading would know I am not talking about DYNAMIC shadows. Beside the simple fact that every FRAME on the computer screen is indeed RENDERED out, i guess that do not allow license to assume SHADOWS are rendered out in this case. I guess the problem with anyone here thinking anyone else here is upset comes from EVERYONE involved assuming different things. Silly humans... It seems we have had this type of conversion between you and I before. Perhaps my style of writing and your style or reading are at odd, and seem to clash- but this should not cause halt to a professional exchange of information, which is all I ever hope for. Anyhow, im not upset, i do not mean any insult. I AM in a hurry, as time = money, and im running out of both.
I can not figure out on my own here, what rendering path TSStatic::renderObject take to get the shadows BAKED into the terrain and DIFF. This is my problem, the one i posted here in hope of solution.
02/21/2007 (8:08 pm)
Yes, sorry, i didnt know there was a misunderstanding of terminalogy. And my comment on the RAP SONG was an attempt at dry hummor, my favorite type next to NEAT scotch. Also, im sure you yourself have been in situations where no matter how carefully you type something, it is being miss comprehended. I just figured if one was talking about shadows from STATIC render object(TSStatic::renderObject), most anyone reading would know I am not talking about DYNAMIC shadows. Beside the simple fact that every FRAME on the computer screen is indeed RENDERED out, i guess that do not allow license to assume SHADOWS are rendered out in this case. I guess the problem with anyone here thinking anyone else here is upset comes from EVERYONE involved assuming different things. Silly humans... It seems we have had this type of conversion between you and I before. Perhaps my style of writing and your style or reading are at odd, and seem to clash- but this should not cause halt to a professional exchange of information, which is all I ever hope for. Anyhow, im not upset, i do not mean any insult. I AM in a hurry, as time = money, and im running out of both.
I can not figure out on my own here, what rendering path TSStatic::renderObject take to get the shadows BAKED into the terrain and DIFF. This is my problem, the one i posted here in hope of solution.
#10
I can -guarantee- you will not get help if you continue to post in this manner, and will also be asked point blank to post in a more professional manner if it continues.
You've been told flat out a couple of times that :
does not do any shadow rendering whatsoever.
Shadows for static objects are baked directly into textures as part of the mission lighting phase, and are never "rendered" again.
This is an improper use of terminology within the Torque Game Engine terminology set, and is why you aren't getting the answer you think you should be. The method in which you continue to be rude while forcing the issue is why you aren't getting extended answers.
For the record, "rendering" within the TGE/TLK context means an object dynamically during run time processing (not mission load/lighting) responding to an onRender and delivering it's texture and geometry information to the video card. In the case above, the shadow is baked in to the texture once, and never processed again except as part of the texture delivered to the video hardware.
02/21/2007 (8:57 pm)
@Caylo: you're posting technique, style, and flat out rudeness to those trying to help you is out of order, and this is your first warning.I can -guarantee- you will not get help if you continue to post in this manner, and will also be asked point blank to post in a more professional manner if it continues.
You've been told flat out a couple of times that :
Quote:
TSStatic::renderObject
does not do any shadow rendering whatsoever.
Shadows for static objects are baked directly into textures as part of the mission lighting phase, and are never "rendered" again.
Quote:
Beside the simple fact that every FRAME on the computer screen is indeed RENDERED out
This is an improper use of terminology within the Torque Game Engine terminology set, and is why you aren't getting the answer you think you should be. The method in which you continue to be rude while forcing the issue is why you aren't getting extended answers.
For the record, "rendering" within the TGE/TLK context means an object dynamically during run time processing (not mission load/lighting) responding to an onRender and delivering it's texture and geometry information to the video card. In the case above, the shadow is baked in to the texture once, and never processed again except as part of the texture delivered to the video hardware.
#11
What i need help on is trying to trace down the route in the render pipeline a TSStatic::renderObject takes during its journey to creating that shadow on the terrain and Difs.
I do so very much apologies for and apparently insulting words, and actions. All of this comes from a simple misunderstanding of the difference between RENDERING shadows, and BAKING the shadows- my BAD there. Im not trying to be difficult by acting in any unprofessional manner.
From the very start, my problem simply put is; I can not figure out on my own here, what rendering path TSStatic::renderObject take to get the shadows BAKED into the terrain and BSP.
I KNOW for a fact, it is probably something very elementary that i am overlooking, and only wish someone with a better understanding of Torque could help me with this, instead of arguing over semantics and taking poorly worded sentences to equal rude and insulting behaver.
And not to try and cause problems, but i do not see any 'flat out rudeness'. I try my best to express in a typed fashion what my problem is, what i have done so far to try and solve my problem. I understand better then alot of people how easy it is to mis-understand typed words, especially in the context of a forum, where misspelling, bad grammar and poor sentence structure are expected to be overlooked in the contents of what the words contain and portray for a meaning. I apologies that i have been misunderstood in my short quest for some simple help.
02/21/2007 (9:37 pm)
Look, i DO apologies. Im sorry i asked my question wrong. I never intend to be rude. I admitted that it was all my fault for assuming TSStatic::renderObject shadows were RENDERED, and using wording that reflected it that way, when in fact as it is pointed out they are baked into the terrain and DIF. What i need help on is trying to trace down the route in the render pipeline a TSStatic::renderObject takes during its journey to creating that shadow on the terrain and Difs.
I do so very much apologies for and apparently insulting words, and actions. All of this comes from a simple misunderstanding of the difference between RENDERING shadows, and BAKING the shadows- my BAD there. Im not trying to be difficult by acting in any unprofessional manner.
From the very start, my problem simply put is; I can not figure out on my own here, what rendering path TSStatic::renderObject take to get the shadows BAKED into the terrain and BSP.
I KNOW for a fact, it is probably something very elementary that i am overlooking, and only wish someone with a better understanding of Torque could help me with this, instead of arguing over semantics and taking poorly worded sentences to equal rude and insulting behaver.
And not to try and cause problems, but i do not see any 'flat out rudeness'. I try my best to express in a typed fashion what my problem is, what i have done so far to try and solve my problem. I understand better then alot of people how easy it is to mis-understand typed words, especially in the context of a forum, where misspelling, bad grammar and poor sentence structure are expected to be overlooked in the contents of what the words contain and portray for a meaning. I apologies that i have been misunderstood in my short quest for some simple help.
#12
02/22/2007 (9:38 am)
The static lighting of most objects is handled in the SceneLighting group of files. Particularly you would want to look at the rather robust function light(LightInfo * light) for the both the InteriorProxy and the TerrainProxy classes, which are declared within the SceneLighting class. You'll find the two functions in sgSceneLightingInsert.h around lines 684 and 1425, respectively. Poke around in there you should be able to find what you need.
#13
02/22/2007 (11:07 am)
Oh wow, thanks so much. I would never in my life thought to look into the LIGHT to find a shadow, most the time one looks away from the LIGHT to see a shadow...
#14
02/22/2007 (11:27 am)
@Caylo: apology accepted, and offered back on my part--forums are sometimes a very hard place to understand the attitude/personality behind the poster when all we have is text to communicate within.
Torque 3D Owner Caylo Gypsyblood
I need to change the offset of TSStatic render shadows, anyone know where the TSStatic render shadow function is at in the TLK?