You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
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wuallen
Posts: 67 Joined: Thu Jan 25, 2007 3:07 am
Location: Shanghai
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by wuallen » Mon Jun 23, 2008 3:18 pm
I don't know how to paste the screen picture. I freak out.
I use addChild() attach a weapon to a dwarf. It looks well, the gun looks right in the hand of dwarf.
I add shadow node to both dwarf and weapon, but the shadow of dwarf and weapon are split far from each other.
How to work out this issue?
JP
Posts: 4526 Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
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by JP » Mon Jun 23, 2008 3:36 pm
Are you viewing the dwarf from various angles so that you can confirm that the weapon actually is in the dwarf's hand?
To post a screen shot upload the screen shot to somewhere like photobucket.com and then you can get a link to post here.
wuallen
Posts: 67 Joined: Thu Jan 25, 2007 3:07 am
Location: Shanghai
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by wuallen » Tue Jun 24, 2008 3:10 am
thank you JP, photobucket is a wonderful site.
I upload 3 picture, you can see the big shadow and small shadow split.
BlindSide
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Posts: 2821 Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!
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by BlindSide » Tue Jun 24, 2008 7:40 am
There was a patch to fix perspective correctness with stencil shadows:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=25717 It should look correct after that patch has been applied.
You might also wanna try shadow maps if stencil aint working out for you (Check my sig.)
ShadowMapping for Irrlicht!:
Get it here
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wuallen
Posts: 67 Joined: Thu Jan 25, 2007 3:07 am
Location: Shanghai
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by wuallen » Tue Jun 24, 2008 3:02 pm
Hi, BlindSide
I try your code, it works, the shadow of the gun get its right position and the shadow looks more real. But if the shadow gets bigger, the holes gets more. why are there so many holes in shadow, and how to fix this.
wuallen
Posts: 67 Joined: Thu Jan 25, 2007 3:07 am
Location: Shanghai
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by wuallen » Tue Jun 24, 2008 3:46 pm
hi , I run your test, it also has some hole in shadow. look the picture.
The shape of hole just looks like a house
hybrid
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by hybrid » Tue Jun 24, 2008 3:50 pm
Yes, that's why I didn't commit the patch, yet, as also posted in the other thread. Unfortuantely, no one yet came up with a working shadow volume algorithm which avoids this stuff...
BlindSide
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Posts: 2821 Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!
Post
by BlindSide » Sat Jun 28, 2008 6:04 am
wuallen wrote: I try your code
wuallen wrote: I run your test
That's not my code, or my test (It looks like it was a generous submission by "Steel Style").
This is my code.
ShadowMapping for Irrlicht!:
Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
dlangdev
Posts: 1324 Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
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by dlangdev » Sat Jun 28, 2008 6:20 am
offtopic:
my eyes got caught up with the quality of the textures.
it looks very much like it passed through ambient occlusion.
or maybe i'm just seeing things.
foggetaboutit~!
TimVasko
Posts: 9 Joined: Thu Jun 26, 2008 7:25 pm
Location: Maryland, US
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by TimVasko » Sun Jun 29, 2008 7:14 pm
AFAIK shadow volumes works fine in all cases (after carmack's workaround is applied). Something is inherently wrong with the edge finding algorithm I think?
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wuallen
Posts: 67 Joined: Thu Jan 25, 2007 3:07 am
Location: Shanghai
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by wuallen » Mon Jun 30, 2008 2:12 pm
dlangdev wrote: offtopic:
my eyes got caught up with the quality of the textures.
it looks very much like it passed through ambient occlusion.
or maybe i'm just seeing things.
foggetaboutit~!
It is because I get a bad computer,