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Re: stencil shadow / framerate issue [Re: jcl] #89737
09/18/06 14:13
09/18/06 14:13
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
The black 'ghost' around the player would mean that, even being the same size, some artifacts could be rendered with a LOD shadow model, since the geometry of the reduced polygons model will not match 100% the original model.

I uploaded the new project with the LOD models. This time all the models and code are open (unpacked) for any analysis you need.

As for the movement speed - I am using time_step for all movement and animation. Indeed, I wrote my movement script (mActor.wdl) using the A6 template 'BipedPhy' as a side-reference! I even tried another options like time_frame, and messed with time_smooth variable, but it's still frame rate dependent, and unless I have really overseen something, it shouldn't.


The link:

http://www.moscafilms.com.br/mgame/demo1809open.zip

Last edited by eleroux; 09/18/06 14:16.
Re: stencil shadow / framerate issue [Re: eleroux] #89738
09/18/06 14:28
09/18/06 14:28
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
For fps indepent programming set fps_lock to off.


www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Re: stencil shadow / framerate issue [Re: ChrisB] #89739
09/18/06 14:37
09/18/06 14:37
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
Quote:

For fps indepent programming set fps_lock to off.




fps_lock is ON by default?? O_o
So easy! You made my day, THANKS ChrisB!

jcl: I will add 'fps_lock = off' to my MAIN script. But this line isn't in the project I just uploaded, so don't mind the slow-motion problem.

I'm so happy I'm even going to have lunch today

Re: stencil shadow / framerate issue [Re: eleroux] #89740
09/18/06 15:06
09/18/06 15:06
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
Well, rather than adding 'fps_lock = off', a much better idea is removing 'fps_lock = on'.

I can't often enough repeat my general advice: You shall not tamper with the default settings!

Re: stencil shadow / framerate issue [Re: jcl] #89741
09/18/06 18:39
09/18/06 18:39
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
Ja, ja! It solved the problem right away. After that I looked in the code, and even while I don't use the templates mostly, I am temporarily using display00.wdl, which HAD the line 'var fps_lock = ON' by default. So I customized it.

To tell the truth I didnt even knew about this var

My fault.

Thanks!

Re: stencil shadow / framerate issue [Re: jcl] #89742
09/20/06 23:19
09/20/06 23:19
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
Quote:


The MED mesh tester indeed does not find all open meshes. For instance it doesn't report when triangles intersect or lay flat upon each other. This also leads to shadow problems. They should then be also visible without LOD, though.




That's some useful information. At least I know what I'm looking for in my models.

ChrisB posted some images of a ship that look a lot like this ghosting, (without LOD), and he said there were open meshes. However, I am sure the big guy is a closed mesh. However, triangles may intersect when animating arms, etc. How could I prevent that anyway?

Please check if it's an engine bug, if possible. Otherwise I'd need a better way to identify possible shadow-problematic geometry.

NOTE: Being or not an engine bug, I noticed the 'ghosting' is rendered always behind the model, from the view point of view. This would conceal the artifact if the model and its shadow_lod model have about the same size.

Emilio

Last edited by eleroux; 09/21/06 01:14.
Re: stencil shadow / framerate issue [Re: eleroux] #89743
09/21/06 10:37
09/21/06 10:37
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
This is not an engine bug - I've looked into this. This "ghosting" happens when the shadow volume is larger than the shadow-throwing model.

You need to use really the same model, just with less polygons, for casting shadows. Z-pass shadows don't allow a shadow caster that is bigger than the original model. This would only work with z-fail shadows.

Re: stencil shadow / framerate issue [Re: jcl] #89744
09/21/06 14:43
09/21/06 14:43
Joined: Jul 2005
Posts: 366
eleroux Offline
Senior Member
eleroux  Offline
Senior Member

Joined: Jul 2005
Posts: 366
Ok then! It's not a problem because I'll use a model that is the same size, but it's good to know it's not a bug, and that my models are correct (closed meshes). I was worried on this being a bug that reduced framerate with unnecessary processing.

So you think the impact in framerate is correct afterall? both in Ello's project and mine...

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