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Is there any opportunity to use simple projected shadows?
Posted: Sun Nov 27, 2005 8:53 pm
by burivuh
Instead of volume shadows?
Or any extensions to irrlicht, that can do this.
Sorry, if question is too silly, but google and docs didn't help.
Thanks.
Posted: Sun Nov 27, 2005 9:12 pm
by Guest
maybe its possible with shaders?
Posted: Sun Nov 27, 2005 10:18 pm
by burivuh
GFXstyLER wrote:maybe its possible with shaders?
Heh. I'm interested in this kind of shadows only because of their small requirements. So shaders... you understand.
Posted: Mon Nov 28, 2005 2:04 am
by Maize
Make a circle gradient of going from black to transparent in your favorite program. Put it on a plane below the character.
Posted: Mon Nov 28, 2005 5:53 am
by Guest
i dont think we mean the same
Posted: Wed Nov 30, 2005 12:54 am
by NexusInteractive
You could try using Giles or something to lightmap your level. It adds shadows. You can't change the shadows in the game, however.
Posted: Wed Nov 30, 2005 10:26 am
by Guest
Are you talking about stencil buffer stuff? FFP dynamic/realtime shadows?
Please, specify your question
Posted: Wed Nov 30, 2005 1:11 pm
by Mr. Spock
or simply reformulate and ask it differently, Buddy.
Re: Please, specify your question
Posted: Wed Nov 30, 2005 4:48 pm
by burivuh
Mr. Spock wrote:or simply reformulate and ask it differently, Buddy.
I'm talking about simple shadow, that is projected only on the ground.
No casting on itself or on the walls, for example.
Posted: Wed Nov 30, 2005 5:04 pm
by Guest
yes its possible, just place a 2d image with a dropshadow under the model and make it transparent, that should look like a drop shadow (projected shadows are something different
)
Posted: Wed Nov 30, 2005 5:51 pm
by burivuh
GFXstyLER wrote:yes its possible, just place a 2d image with a dropshadow under the model and make it transparent, that should look like a drop shadow (projected shadows are something different
)
With "simple projected shadow" I mean shadow, that is projected to the one plane.
Your variant is emulation
May be I'll try to implement SceneNode projection to the ground depending on the specified light source by myself.
Thanks to everybody.
And sorry for my English.