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From: | lionel berenguier |
Subject: | Re: [Nel] Shadows |
Date: | Mon, 22 Mar 2004 11:48:35 +0100 |
Today, Shadow casting is implemented only through
use of skeleton. Shadow receiving is implemented only for Landscape. In other
words only the landscape can receiving shadows.
Moreover, Skeleton casting is possible only
with:
- not MRM sticked shapes (eg a sword sticked to a
hand bone with USkeleton::stickObject() )
- MRM skins shapes THAT MUST BE PROCESSED
before with the tool nel\tools\3d\build_shadow_skin
The enableCastShadowMap(true) has no effect
on Light. All lights project shadows (yes, it could be a cool feature to disable
some lights)
Once your skins are processed with the
build_shadow_skin tool, the only thing you have to do at execute time is:
Skeleton->enableCastShadowMap(true);
Landscape->enableReceiveShadowMap(true);
NB: a basic not optimized support is also provided
for simple mesh not MRMed, nor SKINNED. So it should work with a simple mesh (eg
a car) as long as you do simpleMesh->enableCastShadowMap(true);
Lionel
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