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FXShapeReplicator terrain shadows

by Eric Forhan · in Torque Game Engine · 05/14/2007 (10:10 am) · 5 replies

Is there any way in TGE 1.5 to turn off shadow creation for FXShapeReplicator? It's taking far, far too long to light the level.

-Eric

#1
05/16/2007 (9:35 am)
Not without code changed, no, there does not appear to be a way.
#2
05/16/2007 (9:57 am)
Thanks Ross,

Any suggestions where to change the code? It would be nice to be able to put in a checkbox on whether or not to include them in the lighting.
#3
05/16/2007 (10:07 am)
Strange that fxShapeReplicator is causing ML time to increase, since DTS shapes use dynamic shadows.
#4
05/24/2007 (9:26 pm)
After this amount of time, I'm sure you've figured a way to do this on your own. If not, here are my findings.

After a good time browsing various ways to achieve this, I think the easiest would be to just edit the mTypeMask bitwise of the TSStatic or fxShapeReplicatedStatic. Add a field to the fxShapeReplicator to disable the children's shadows, then in CreateShapes() check that field and if true, remove the ShadowCasterObjectType flag from the static's mTypeMask, making the lighting code ignore it as a shadow casting object.

Not sure if this affects anything else in the long run, though I haven't found any clashes. If you would want the code for it, post back.
#5
05/26/2007 (3:47 pm)
Thanks a bunch Ross. That helps a lot.