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DarkBASIC Professional Discussion / Real time shadows question

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Wayne
23
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Joined: 3rd Jan 2003
Location:
Posted: 7th Jul 2003 03:36
hey guys I'm runnig a geforce 2 on a 933 mhz and my shadows are showing up fine, but they work in an awkward kinda way.

Some times they mapp them selves onto plain air in front of my player, and sometimes they map them selves from points on my player like the head, you see this dark line from his forehead out to a certain distance. overall it looks good, but i've run this on even more kickin machines and it does the same thing....The model isn't TOO complex, but I'm wondering if I've missed a step, the player and world are x files.
AIPX Rocks
Wayne
23
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Joined: 3rd Jan 2003
Location:
Posted: 7th Jul 2003 08:20
So nobosy has encountered this prob?
Or nobody knows? If you do know, lemme in on the secret! LOL

AIPX Rocks
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Jul 2003 09:11
don't use the builtin shadows... too processor intensive for my likes
sides they're buggy as hell

adr
23
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Joined: 21st May 2003
Location: Job Centre
Posted: 7th Jul 2003 13:50
It'd be quite simple to have a plain/texture based shadow system, but how would you get the shadow plain to conform to the ground?

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Jul 2003 14:07
Email Lee with all the gory details.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 7th Jul 2003 14:58
I'm sure Lee already knows. The shadows are so incredibly shite that they never get anywhere near being right. If Lee ever ran the code once while writing it, he would've seen how shocking it is!

Having said that, what I want to know is, where does the light source come from for the shadows? Does it consider every light source in the game?

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Jul 2003 15:30
"If Lee ever ran the code once while writing it, he would've seen how shocking it is!"

I seriously suggest that you do some research into how stencil buffer shadows work, and you'll learn how difficult they are to do (www.gamedev.net, www.gamasutra.com) The shadows are not perfect by any stretch of the imagination, but they do work.

"Having said that, what I want to know is, where does the light source come from for the shadows?"

DBP uses Light 0 for casting shadows, and only light 0.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 7th Jul 2003 15:42
I'm not disputing it's hard. It's probably incredibly hard. I wouldn't be able to do it in a million years. Doesn't stop me from observing how awful it looks though.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Jul 2003 17:33
Fair enough. Shadows are one of those things for which loads of different things have to be taken into consideration. From what I can tell, quite a few important considerations of shadows have been left out.

I agree that shadows need a hell of a lot more work, and I hope that Lee or Mike can put in a few days before U5 or U6.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 8th Jul 2003 00:44
i've been looking up how dbp handles shadows and multitextures...
looks like C++ time to add a projected texture function

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