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)
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)
#2
08/17/2009 (7:01 pm)
Logged as THREED-683
#3
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
08/17/2009 (9:46 pm)
Hey guys, thanks for acknowledging this issue, but I now need to add afurther 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.
Torque 3D Owner Pat Wilson