Concern with shadows capabilities

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Post Reply
benoit808
Posts: 8
Joined: Fri Oct 06, 2006 6:47 pm

Concern with shadows capabilities

Post by benoit808 »

I am trying to decide on an engine for a new project and I really like Irrlicht so far. My only concern though is about shadows. All the screenshots I've seen and tests I ran showed very ugly shadows (stencil). The rest of the rendering looks good but the dynamic shadows are way behind.

Can someone prove me wrong and show me some screenshots showing the shadow capabilities of Irrlicht?
What method did you use to get that type of shadowing?

Thanks a lot

PS: Really hoping to be able to stick to Irrlicht
trunks14
Posts: 45
Joined: Fri Dec 17, 2004 7:30 am
Location: America

Post by trunks14 »

yeah, i think real-time shadows are very bad in irrlicht, or they depend on the poly resolution of the surface.

Sorry i am useless
Not yet.
FriendlyWarlord
Posts: 58
Joined: Thu Apr 06, 2006 11:54 pm

Post by FriendlyWarlord »

Hi, sorry for reviving this old thread...

I'm also planning on using Irrlicht for a project, and shadows happen to play a semi-important role. I'm not too concerned about how good or "realistic" the shadows look, but fast rendering is pretty much a must. Basically they need to semi-normally light up a room (for example, if there's a single light in an otherwise pitch-black house, the light does not shine through walls). And stencil shadows are pretty much out of the question =p

So, I'm thinking the best solution would be to use something like the per-poly shadow techique in this thread:
http://irrlicht.sourceforge.net/phpBB2/ ... p?t=17045& (view the image)

The problem with it is the hard blocky edges (they would look bad for characters' shadows). Here's an idea I have to improve it (warning, I don't know any technical terms!):

Instead of each poly having either a shadow (black) or no shadow (white), there is some number of shades of gray. Say, if you take a "does the light shine here" sample from 8 different places in a poly, instead of just one, then lets say some poly has light hitting 5 of those 8 points. So there'd be a 5/8 shadow for that poly, and it would appear 5/8 as dark as a poly completely in shadow. Sorry I'm so bad at explaining this, but has anything like this been implemented in Irrlicht? If not, where can I get the simple shadow method used in the above linked thread?

Another alternative would be mapping a texture (very low-res is ok) onto each lit surface. Again, this texture would need shades of grey (not just pure black and white). Is there anything like this available?

Hope someone can help - I'm not in a rush for an answer though =]
=D
Post Reply