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ODE vs shadow_stencil = 2;
#255530
03/11/09 04:15
03/11/09 04:15
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Hello I noticed a shadow anomalies, when I use the ODE Physic with shadow_stencil = 2; (see the screenshot), btw in Manual i found a mistake about "ph_selectgroup ( var bitmask );" under Remarks: Here's a sample bitmask for ph_selectgroup( 6 ), where 6 corresponds to the bits 1010: <- should be a 0110 bits. Thanks
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Re: ODE vs shadow_stencil = 2;
[Re: jcl]
#255633
03/11/09 16:08
03/11/09 16:08
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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JCL: See the horizontal pole, suspended from the ceiling by two bars? See how the pole penetrates the bars? Look at its shadow to the left. The shadow of the pole does not penetrate the shadows of the bars. Also on that bar, two blocks are attached to it, but their shadows dont touch its shadow.
Thats all I can see (and be able to explain) ...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: ODE vs shadow_stencil = 2;
[Re: jcl]
#255658
03/11/09 19:10
03/11/09 19:10
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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@JCL Yes, of course here is it. JCL I will send the project source file to you.  @EvilSOB I can´t better explain this.  @Spirit Yes, I´ve casted any entities for the example, but finally I use it the stencil_shadow = 2; without cast flag for the entities.
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Re: ODE vs shadow_stencil = 2;
[Re: jcl]
#255778
03/12/09 14:39
03/12/09 14:39
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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You're right, I read a lot, but I forget most of what I just read eg. about differences between z-pass & z-fail shadows, now work it (see the screenshot, the dynamic light is far far away) In Manual under remarks about stencil shadows: > Z-fail stencil shadows ... "A script can be used for tracing a ray from a light source to the camera, and automatically switching to z-fail (You mean to z-pass or I´m wrong?) shadows when the ray hits an obstacle. Perhaps is there possible to add this as new features like this: shadow_stencil = -2; or shadow_stencil = -4; The z-fail stencil shadows will be automatic switching to the z-pass stencil shadows when the light source come close to the camera, without extra coding?
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Re: ODE vs shadow_stencil = 2;
[Re: rojart]
#255827
03/12/09 20:44
03/12/09 20:44
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Joined: Jun 2008
Posts: 151 Ukraine
XD1v0
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What you see is just the difference of z-fail shadows that are always parallel, and z-pass shadows that are not parallel. Z-fail treats any light source as if it were infinitely far away. This is visible in your shot. It's perfectly normal, and not a bug. Why Z-fail is always parallel, what can you do with this? z-pass shadow is impossible to use in first-person shooter, shadow drawn wrong if camera in the shadow. For example in Doom 3 stencil shadow is camera independent, can you do that in A7 ? For example z-pass - shadows draw correctly  Z-fail - WRONG!!  Waiting for answer. Thanks.
A7 Commercial Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram
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Re: ODE vs shadow_stencil = 2;
[Re: XD1v0]
#255861
03/13/09 02:12
03/13/09 02:12
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Yes, why and I think that the z-fail algoritm is wrong? Here an example with cpp sources that use it the z-fail algorithm with wonderful stencil shadow. 
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