TGEA 1.8.0 - Shadow still broken
by Ivan Mandzhukov · in Torque Game Engine Advanced · 12/30/2008 (1:08 pm) · 6 replies
Shadows are still broken on a large polysoup objects - old problem.
Shadow works only on the first object,catched in the linked hierarchy in the modelling tool.
If i have two or more objects there,shadow is baked only on one of them.
I found a "hack",creating a group of markers,that scene objects share link and unlink connection,but i think it is not the right way to do the rendershadow.
Shadow works only on the first object,catched in the linked hierarchy in the modelling tool.
If i have two or more objects there,shadow is baked only on one of them.
I found a "hack",creating a group of markers,that scene objects share link and unlink connection,but i think it is not the right way to do the rendershadow.
#2
01/04/2009 (10:16 am)
Ran into this today as well. Scaling down the object (before export) gets around the issue but isn't a solution.
#3
It should use a group of shadow texture pointers instead.
But i am not an expert in that point,it is possible to be added a proper correction of the exporter code too.
I believe GG will do the right corrections.
Shadow does not render on 32 bit diffuse maps ,but 24 bit works fine.
Decals does not render on polysoup at all. I'll take a look to work out that problem too.
01/04/2009 (1:08 pm)
Today i tracked the code,i think the issue is that the Shadow Projector tracks a single Shadow Texture (the texture of the first object in the list of the modelling software).It should use a group of shadow texture pointers instead.
But i am not an expert in that point,it is possible to be added a proper correction of the exporter code too.
I believe GG will do the right corrections.
Shadow does not render on 32 bit diffuse maps ,but 24 bit works fine.
Decals does not render on polysoup at all. I'll take a look to work out that problem too.
#4
I can replicate this issue just fine with one single model. Just not sure what you're hinting at and it would be cool to check it out and sort it out because something tells me we'll have to. :/
01/04/2009 (1:42 pm)
Uh huh. But why does a downscaled object work, then?I can replicate this issue just fine with one single model. Just not sure what you're hinting at and it would be cool to check it out and sort it out because something tells me we'll have to. :/
#5
For decals not sticking on PolySoup - check out sgDecalProjector.cpp @ 173. Add your PolySoup's typemask there, I went with StaticObjectType just to test it and it works over here.
01/04/2009 (2:18 pm)
Picasso,For decals not sticking on PolySoup - check out sgDecalProjector.cpp @ 173. Add your PolySoup's typemask there, I went with StaticObjectType just to test it and it works over here.
#6
01/05/2009 (7:44 am)
Offfff the ray cast of course.
Torque Owner Ivan Mandzhukov
Liman3D
btw pay attention on your bit depth.