IMeshSceneNode::addShadowVolumeSceneNode ?

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SSG
Posts: 33
Joined: Sun Jan 11, 2009 1:16 pm

IMeshSceneNode::addShadowVolumeSceneNode ?

Post by SSG »

Is there any particular reason that addShadowVolumeScene node is implemented in IAnimatedMeshSceneNode but not in IMeshSceneNode? It seems a bit strange that I would have to load static objects as animated objects just to trick the engine into casting shadows. Is there something I'm missing?

A geometric scene node extension point as mentioned in this post would be handy in this case too, because any type of scene node that is rendered as a bunch of triangles should be a candidate to cast shadows.
Munger
Posts: 28
Joined: Sun Mar 04, 2007 11:39 am
Location: Tokyo

Post by Munger »

That does seem like a funny design decision - wouldn't it be easier to deal with shadows on a static mesh than a dynamic one?

Anyway, just off the top of my head, and with no promise of results, there is a IShadowVolumeSceneNode:
http://irrlicht.sourceforge.net/docu/cl ... _node.html
Maybe that'll do something useful?
SSG
Posts: 33
Joined: Sun Jan 11, 2009 1:16 pm

Post by SSG »

Thanks Munger, but unfortunately that doesn't help because IShadowVolumeSceneNode is an abstract class whose implementation isn't available even by including irrlicht.h. It would be nice if these classes could be exposed to those of us that might want to use them as we delve deeper into the engine. Of course, I could go to the source and modify the engine, but I would prefer not to have to do it just to cast shadows from static objects. However if I did modify the source, submitted my patch and it was accepted, then that would be a good outcome. :D
dgrafix
Posts: 116
Joined: Sun Nov 18, 2007 2:36 pm

Post by dgrafix »

I am interested in a solution for static mesh shadow addition too. I took a look at Xefects but i would prefer an engine-native solution (plus im too much of a noob to fully understand it :D).
C++/Irrlicht Noob pl3se B p4t1ent.
Visit www.d-grafix.com :)
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