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Beta5-Bug: SelfShadowing (lightmapped) meshes AL

by Hewster · in Torque 3D Professional · 08/17/2009 (11:15 am) · 4 replies

When starting the engine in AL mode, lightmapped(pureLIGHT) meshes self-shadow.. looks horrid !
change to BL, and things appear as they should, change back to AL, and the meshes stop
self-shadowing, and meshes look as they should, ie meshes do cast shadow onto player & terrain,
but not on themselves.

(This was the same in beta4)

See Vid:
(also notice the terrain is overbright when first starting in AL, but correct after changing
to BL, and remains correct when swapping back to AL)


#1
08/17/2009 (4:56 pm)
I'm on the trail of this.
#2
08/17/2009 (7:01 pm)
Logged as THREED-683
#3
08/17/2009 (9:46 pm)
Hey guys, thanks for acknowledging this issue, but I now need to add a
further aspect to it.

When the meshes in AL are self shadowing, we get correct player shadows
cast on the lightmapped meshes, BUT when we go AL > BL > AL , which 'fixes'
the self shadow issue, the player no longer casts a shadow on the
lightmapped mesh.

See vid: (Please ignore the headless player ! I was experimenting on adding
a players head, rather than being part of the exported player mesh... as you
can see... I failed LOL)


I know.. I know.. I'm a pain in the ass ! hehe
But together we're united, and will never be divided :)

Hewster
#4
08/17/2009 (9:55 pm)
I've actually noticed that the dissapearing-reappearing shadows can occur just by disabling and enabling a light in AL. So when going from AL > BL > AL it's quite possible that some of the lighting shaders aren't being reloaded just like what could be happening when a light is disabled and reenabled (The shaders shouldn't need to reload but perhaps the light isn't being added back to the scene lighting correctly.