Quote: "If you don't want an object to cast shadows, then don't turn it on for that object. "
- but it casts on all objects?? is this not correct. Oh would that rock.. but is so, why would it cast on ever thing I have?
Quote: "If you see that there is still light and all lights are hidden, then you are seeing ambient light."
- thx.
Quote: "If you really need to have them on and then off you can delete the object and re-load or have a dummy object that cast the shadow and have it deleted."
I may try this. Or possibly bake them a head of time and bled the shadow layer with my texture.
Another thing, since there is no documenting available yet.
does
dbSetGlobalShadowsOff();
turn off a GlobalShadow function or does it kill all shadows.
so if I did
dbSetGlobalShadowsOff();
then set this
dbSetShadowShadingOn (m_ship_01.getID());
is that the idea? Seems dbSetGlobalShadowsOff(); kills shadows permanently.
turning dbSetGlobalShadowsOn(); on does nothing to the scene.
another option that would work is set range. Looks like the dbSetShadowShadingOn has 3 hidden parameters but none work?
dbSetShadowShadingOn (34,0,0,0) the range (second param) is 0 but still casts shadows?
Do I need a certain type of light? I set the main to
dbSetDirectionalLight (0,0,0,0);
dbPositionLight (0,0,3000,0);
what exactingly is dbSetShadowPosition? There is no object to reference it by, so position to what?
Also attached is a question I was wondering if any one had an answer to. If I have a wall and it is two tri's I get this (see image)