Could you prepare a simple test level that shows the problem?

Greetings,

On 4/26/07, Jud Mathias <[EMAIL PROTECTED]> wrote:
> I tried that. But I still have the same problems: or I have the
> terrain, or I have the stencilshadows and a white lightened terrain.
> I tried the std_rloop_terrain, std_rloop_shadowed & std_rloop_shadowed2.
> because I didnt saw that working I wrote an own one... but always the
> problem: or shadows or a white terrain.
>
> Any Idea?
>
>
> On 26.04.2007, at 15:19, Jorrit Tyberghein wrote:
>
> > For terrain I think you can't use the fixed splatting shaders but
> > you'll have to switch to the shaders as used in data/terrain/world.
> > Try that first to see how it improves matters.
> >
> > Greetings,
> >
> > On 4/26/07, Jud Mathias <[EMAIL PROTECTED]> wrote:
> >> sorry!!!
> >> now they are...
> >>
> >> http://www.w2c.ch/dev/shadow_terrain3.jpg
> >>
> >> http://www.w2c.ch/dev/shadow_terrain1.jpg
> >> http://www.w2c.ch/dev/shadow_terrain2.jpg
> >> http://www.w2c.ch/dev/shadow_terrain4.jpg
> >>
> >>
> >>
> >> On 26.04.2007, at 15:14, Jorrit Tyberghein wrote:
> >>
> >>> Your screenshot links are not working.
> >>>
> >>> Greetings,
> >>>
> >>> On 4/26/07, Jud Mathias <[EMAIL PROTECTED]> wrote:
> >>>>
> >>>> 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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