----- Original Message -----
Sent: Monday, March 22, 2004 10:48
AM
Subject: Re: [Nel] Shadows
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
----- Original Message -----
Sent: Thursday, March 11, 2004 8:58
PM
Subject: [Nel] Shadows
Hi,
we are looking at creating the dynamic shadows
for an entity and need some information on
how nel handles this we have observed the flags
on entities landscapes and lights
EntityMesh->enableCastShadowMap(true);
EntityMesh->enableReceiveShadowMap(true);
on the entity objects
Landscape->enableReceiveShadowMap(true);
on the landscape
PersonalLight->enableCastShadowMap(true);
on dynamic lights
is there something specific we need to do to
make the entity cast a shadow?
any advice would be greatly helpful
thanks
Andi 'Debug' Allen
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Project Talaus Online
www.neverborn.net
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