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Keeping a node from rendering its shadow on itself
Posted: Thu Nov 03, 2005 8:07 pm
by Anteater
OK, I have a scene node for a character in my game that has a somewhat high poly-count. It needs a shadow, though, but the shadow renders itself on the node that's casting the shadow, resulting in slower performance. How do I make it so a node can cast but NOT receive shadows?
Posted: Thu Nov 03, 2005 10:05 pm
by needforhint
it would look really strange if shadow was not rendered on it, every thing that casts a shadow must be shadowed itself somewhere
but you can set it by node->setMaterialFlag(video::EMF_LIGHTING , false);
Posted: Fri Nov 04, 2005 9:11 am
by Soy1Bonus
I tried to do the same on my project, but disabling the lighting doesn't stop the object to cast shadows on itself.
In my case, I had a very low poly model, and the shadow looked ok on the ground, but on the model had some artifacts. So I think this is an interesting feature to implement (if anyone knows how).
Posted: Fri Nov 04, 2005 7:05 pm
by GueZt
Hi, I also have this problem, i want only the terrain
to received shadow.
I WISH the NODES has some properties like
NODE->recieveShadow(false);
so that only selected node will received shadow.
I wish someone can make this.