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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