shadow speckles
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- Posts: 48
- Joined: Thu Jun 15, 2006 6:35 pm
yeah sorry bitplane, I meant to suply more info originally, just real busy.
Right...
~Irrlicht 1.0 (haven't tried svn version)
~ATI Radeon X800Pro
~DirectX (haven't tried OGL, though it seems xDan has)
~Ground and environment are not completely flat, though you will see in the screen that it happens on the surface of those test scene node cube things
~I have just noticed that I don't specifically set material types for any of the meshes yet, so I assume they use solid by default?
~Regular setup of diffuse specular etc per vertex lighting
~As I said its a 3ds model exported to .X (panda exporter, I think) and resaved in the mesh viewer.
~I have tried various combiantination of having textures on/off for both the mesh casting and receiving the shadow
I can email you the models if you want but I am just too tired right now to go and sign up for some filesahring thing, sorry (i hate filling in forms), I will at some point if needed.
screens, ignore the crappy lighting and textures (yeah that is Sydney thrown on to that model)
Right...
~Irrlicht 1.0 (haven't tried svn version)
~ATI Radeon X800Pro
~DirectX (haven't tried OGL, though it seems xDan has)
~Ground and environment are not completely flat, though you will see in the screen that it happens on the surface of those test scene node cube things
~I have just noticed that I don't specifically set material types for any of the meshes yet, so I assume they use solid by default?
~Regular setup of diffuse specular etc per vertex lighting
~As I said its a 3ds model exported to .X (panda exporter, I think) and resaved in the mesh viewer.
~I have tried various combiantination of having textures on/off for both the mesh casting and receiving the shadow
I can email you the models if you want but I am just too tired right now to go and sign up for some filesahring thing, sorry (i hate filling in forms), I will at some point if needed.
screens, ignore the crappy lighting and textures (yeah that is Sydney thrown on to that model)
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- Posts: 48
- Joined: Thu Jun 15, 2006 6:35 pm
After a bit more playing I've noticed the speckles seem to appear along the line of adjoining tris (and it occurs on both unscaled and scaled models - though I kind of expected that).
it was hard to get a good screen but the one below is just a textured .x cube I placed in mid air.
http://img246.imageshack.us/img246/6136/shadow4ww1.png
PS Thi s has also been tesetd on an nVidia card now, same problem. And I tried it with the Sydney model as well, seeing as it works in the demo, same problem again.
it was hard to get a good screen but the one below is just a textured .x cube I placed in mid air.
http://img246.imageshack.us/img246/6136/shadow4ww1.png
PS Thi s has also been tesetd on an nVidia card now, same problem. And I tried it with the Sydney model as well, seeing as it works in the demo, same problem again.
Same problem here, but a bit different.
In my shadow, I can clearly see a silhouette of my world! All the little shapes of the objects in my world are cut out of the shadow.
I made a simple model, with only one lightmaped *.my3d scene imported. I will attach a screenshot when I get home.
8<----- Edit ------
Here's the screenshots I promised
http://img207.imageshack.us/img207/6489/farxa3.jpg
http://img206.imageshack.us/img206/6448/closeyd0.jpg
So you can see in the second one how the silhouette of the whole scene (except for the ground), is excluded in the shadow.
In my shadow, I can clearly see a silhouette of my world! All the little shapes of the objects in my world are cut out of the shadow.
I made a simple model, with only one lightmaped *.my3d scene imported. I will attach a screenshot when I get home.
8<----- Edit ------
Here's the screenshots I promised
http://img207.imageshack.us/img207/6489/farxa3.jpg
http://img206.imageshack.us/img206/6448/closeyd0.jpg
So you can see in the second one how the silhouette of the whole scene (except for the ground), is excluded in the shadow.
Last edited by sgt_pinky on Mon Oct 16, 2006 8:23 am, edited 2 times in total.
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I'm experiencing the same problem as stated here: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=16271sgt_pinky wrote:Same problem here, but a bit different.
In my shadow, I can clearly see a silhouette of my world! All the little shapes of the objects in my world are cut out of the shadow.
I made a simple model, with only one lightmaped *.my3d scene imported. I will attach a screenshot when I get home.
8<----- Edit ------
Here's the screenshots I promised
http://img207.imageshack.us/img207/6489/farxa3.jpg
http://img206.imageshack.us/img206/6448/closeyd0.jpg
So you can see in the second one how the silhouette of the whole scene (except for the ground), is excluded in the shadow.
Perhaps a mod, can merge this two threads or problems so that it gets the needed attention
Best regards,
nFec
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- Posts: 48
- Joined: Thu Jun 15, 2006 6:35 pm
Well I don't think you are really having the same problem and I think to describe your problem as a bug in the engine is a little bit unfair on Irrlicht. The problem you are encountering is simply a (well documented) limitation of the z-pass (or depth-pass) method of doing shadow volumes. I didn't see any code but I am assuming youset the zfailmethod parameter of your addShadow... to false (it is true by default) which forces the use of the the z-pass method, it is faster but does produce the artifacts you are seeing when the camera enters a shadow volume.
z-pass may be fine for you depending on your game, if you can be sure your cam won't enter a shadow volume its the one I would go with!
I think this is mentioned in the documentation and for more information just do a google, there is plenty of stuff on this issue out there. I guesss the speckles may be related in some way but yours definitely seems like the z-pass limitation.
PS if you haven't changed the zfailmethod param then I apologise and I don't know how the hell you are getting that problem =)
z-pass may be fine for you depending on your game, if you can be sure your cam won't enter a shadow volume its the one I would go with!
I think this is mentioned in the documentation and for more information just do a google, there is plenty of stuff on this issue out there. I guesss the speckles may be related in some way but yours definitely seems like the z-pass limitation.
PS if you haven't changed the zfailmethod param then I apologise and I don't know how the hell you are getting that problem =)
funcdoobiest, zfail is not implemented in irrlicht. Whether you set zfailmethod or not, zpass is done. But if you set zfailmethod=true then the zpass shadow volume is capped.
I haven't figured yet out what the capping does for zpass, as I only know it from zfail. Though I guess it fixes the shadow such, that it only shows the artifacts seen on the pics, instead of screwing the shadow up completely.
I haven't figured yet out what the capping does for zpass, as I only know it from zfail. Though I guess it fixes the shadow such, that it only shows the artifacts seen on the pics, instead of screwing the shadow up completely.
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- Posts: 48
- Joined: Thu Jun 15, 2006 6:35 pm