Peter Steinlechner kirjoitti:
but im not sure if that helps in my case, would that mean that the
avatar material needs an update too, or the terrain textures ?
As better visible on this screenshot, the avatar doesnt cast any
shadow on the ground.
I understood that the backwards compatibility code in Naali git develop
now makes it so that all old shadow-receiving materials work without any
changes. But the 0.2.3 release didn't have this code yet.
~Toni
Maybe a material converter might be a soon required help, as i assume
that most available ogre exporters might have the same issue like the
blender exporter, and manualy editing a few hundered materials ould
easy take out the fun.
Cheers
Peter
On Wed, Jun 9, 2010 at 8:50 PM, Toni Alatalo <[email protected]
<mailto:[email protected]>> wrote:
Jonne Nauha kirjoitti:
>From his Mikko Alaluusuas earlier post about his work this
sprint. Hopefully this can be somehow fixed so old worlds can
be viewed also with nicer shadows.
Would be a shame to enforce this to all rex users that have
already content out there. We will hear more later how it goes :)
He committed an attempt at backwards compatibility for old
shadow-receiving materials in the afternoon and in my quick test
it seemed to work. The code creates the missing passes when the
material doesn't have them or so. Dunno if we should make another
quickfix release with this on, or if it's ok for ppl to wait for
next time based one in some weeks.
~Toni
Hi all,
my task for this sprint is to improve the shadow quality in
Naali
and also improve the hovering widgets.
The hovering widgets need a visual update as well as some
fixes to
resizing etc.
The new shadowing algorithm forces a slight change for the
content
creators. As we now need 3 depthmaps in the shaders, you
need to
specify them in the material script. This is easy, just add
2 more
texture_units with content_type shadow (you propably
already have
one if the material is supposed to receive shadows). The
exporter
from blender to ogre only specifies 1 at the moment, but It
will
propably be changed after release. There is propably going
to be a
configuration to allow the user to specify the shadowmap size.
Here's some pics of the shadows:
Old ones: http://img33.imageshack.us/i/shadold.jpg/
PSSM sharp: http://img257.imageshack.us/i/shadnew.jpg/
PSSM with depthmap
blur: http://img171.imageshack.us/i/viewer2010060810015892.png/
Naali's trunk now has the blurred version of the shadows,
but it
can be easily changed back to sharper version.
Best regards,
Jonne Nauha
realXtend developer
http://www.realxtend.org/
http://www.evocativi.com/
2010/6/9 Antti Ilomäki <[email protected]
<mailto:[email protected]>
<mailto:[email protected]
<mailto:[email protected]>>>
I believe it's an issue with the shaders and the new shadows.
Someone's already looking into possible backwards
compatibility.
2010/6/9 Peter Steinlechner <[email protected]
<mailto:[email protected]>
<mailto:[email protected]
<mailto:[email protected]>>>
Greetings
My First Impressions: it looks great - now also the
teleport
to different regions works fine. (on naali 0.2.2 it alays
ended with a black viewer screen)
But somehow the shadows are gone on my machine at least, as
you can see in the screenshot. Maybe its a local
graphics issue ?
Hardware:
i7 720 CPU
nvidia GTX285 with 1GB dedicated memory
2010/6/9 Antti Ilomäki <[email protected]
<mailto:[email protected]>
<mailto:[email protected]
<mailto:[email protected]>>>
Greetings everyone!
Naali 0.2.3 is now available for download here:
http://code.google.com/p/realxtend-naali/downloads/list
There are numerous improvements especially for content
creators this time; Naali now supports other texture
formats besides j2k, EC editor is coming along
nicely and
Media URLs work properly on prims. Several bugs
have also
been dealt with, shadows improved and Python API
upgraded.
For a full list of changes and other info check out the
changlelog here:
http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Changelog_and_History
A new version of Taiga should also be available
shortly.
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