thank you for the hint.
I putted light shaders on the materials:
<shader type="ambient">ambient</shader>
<shader type="diffuse">light</shader>
and the colors look now ok.
I do still have 2 problems:
1) the textures with transparent parts are not fully transparent
anymore (binary as well as keycolors).
http://www.w2c.ch/dev/shadow_terrain3.jpg
2) the terrain looks completely white, there where detailed textures
should appear and where light hits the terrain. (shadowed regions are
ok, the far-terrain is ok)
screenshots:
http://www.w2c.ch/dev/shadow_terrain1.jpg
http://www.w2c.ch/dev/shadow_terrain2.jpg
http://www.w2c.ch/dev/shadow_terrain4.jpg
material shaders used for terrains:
<material name="Tex1"><texture>Tex1</texture>
<shader type="ambient">ambient</shader>
<shader type="diffuse">light_bumpmap</shader>
<shadervar name="texture scale"
type="vector2">128,128</shadervar>
<shader type="terrain splat">terrain_fixed_splatting</shader>
</material>
renderloop:
<?xml version="1.0" encoding="utf-8" ?>
<params>
<name>zi_rloop_shadowed</name>
<steps>
<!-- ambient lighting -->
<step plugin="crystalspace.renderloop.step.generic">
<shadertype>ambient</shadertype>
<zoffset>yes</zoffset>
<portaltraversal />
<zuse />
<defaultshader name="ambient" file="ambient.xml" />
</step>
<!-- terrain splatting ambient -->
<step plugin="crystalspace.renderloop.step.generic">
<shadertype>splatting ambient</shadertype>
<zoffset>no</zoffset>
<portaltraversal/>
<zuse />
</step>
<step plugin="crystalspace.renderloop.step.lightiter">
<steps>
<!-- terrain splatting dynamic -->
<step plugin="crystalspace.renderloop.step.generic">
<shadertype>terrain splat</shadertype>
<zoffset>no</zoffset>
<zuse />
</step>
<!-- stencil shadows -->
<step plugin="crystalspace.renderloop.step.shadow.stencil">
<steps>
<!-- diffuse lighting -->
<step plugin="crystalspace.renderloop.step.generic">
<shadertype>diffuse</shadertype>
<zoffset>no</zoffset>
<ztest />
<defaultshader name="light_bumpmap" file="light_bumpmap.xml" />
</step>
</steps>
</step>
</steps>
</step>
</steps>
</params>
greetings,
mathias
On 26.04.2007, at 10:05, Jorrit Tyberghein wrote:
Did you set shaders on the materials that are compatible with the
renderloop you are using? i.e. bumpmap or parallax for example.
Greetings,
On 4/26/07, Jud Mathias <[EMAIL PROTECTED]> wrote:
Hi all
I enhanced my 3D world with dynamic lights and shadows
(std_renderloop_shadowed & std_renderloop_shadowed2). The Speed is ok
and the shadows are very nice :-)
But the colors look very weird:
http://www.w2c.ch/dev/shadow1.jpg
http://www.w2c.ch/dev/shadow2.jpg
http://www.w2c.ch/dev/shadow3.jpg
(The scenery on the screenshots should look realistic. The pale red,
blue and green colors are wrong ;-) )
I prepared also a level to illustrate that:
http://www.w2c.ch/dev/shadow-test.zip
I'm using:
CrystalSpace Version stable 1.0.1
------------------------
Windows XP
Intel Pentium4 3.2GHz
2.75GB RAM
Nvidia Geforce 6800 Go 256MB VRAM
------------------------------------
Windows XP
AMD Athlon64 X2 Dual 4400+ 2.2Ghz
2GB RAM
Nvidia Geforce 7900 512MB VRAM
Any hints how to improve that?
kind regards
mathias
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