Lee Elliott wrote:
Cool I didn't know about time warp ;) I'll see what I can do for that
On Sunday 26 Jun 2005 23:03, Vivian Meazza wrote:
2 stranges things that I know are inherent to the shadow
1. even when surfaces are smoothed, the shadows are hard and
apply to a whole quad when a fuselage shadows itself ( try
the A320, look at the airframe and press t to see what I
What we see is the projected shadow that is received by the caster itself.
There is no real solution for that because it's the surface that cast
shadow and not the texture.
2. transparent surfaces ( the suspension chains of the
bridges, or the metallic structures ) produce filled
Don't change your model for that. If it's not a problem to rename your
objects you can add
a 'noshadow' prefix to your markings, they won't caste shadow ('mydecal'
Yes, I can see that. The markings on the Hunter are on
separate transparent object: these throw a shadow. It seems as
if I'm going to abandon that method if shadows are to be
usable with that model. Pity; it saves a huge amount of
artwork and texture.
The edges of the shadows are a bit too
hard; a little penumbra would be good
ahem ;) so you have too much fps ? this can be done with a fragment shader.
We could use a simple ovale for clouds, it's just that the shadow would
be as dark as the other type
Let wait the hardware to catch up a hit, and we could have
clouds and mountains casting shadows ;-)
of shadows - perhaps too dark then but not sure.
I didn't enable writes in the depth buffer while rendering clouds,
that's why they don't catch shadows.
I can't remember if that gave a visual glitch or if it was just for
Nice if aircraft could throw shadow on cloud.
Altogether it's a nice enhancement.
Yep - I've used the same texturing technique on a few a/c as
well:( Then again, I've already stopped using it:) It did save
a lot of texture space though.
Re the 1st problem Fred referred to, it seems to happen when an
object puts itself in shadow. Shadows cast by other objects
seem to be ok. Generally, the old shading code did a good
enough job of shading each individual object in a model,
according to the sun pos, so I wonder if the new shadows might
work better if they were only applied to other objects, and let
the old code shade each individual object...
I'll check that.
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