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Dark GDK / Dark gdk - shadows

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FIGHTEX
15
Years of Service
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Joined: 30th Nov 2008
Location:
Posted: 17th Feb 2009 16:00
whille i was busy doing nothing i was looking at the compiled html help file and i spoted this

-Real Time Shadows

this is in the frontpage of the html help file


so my question is how do you make shadows=?

Game.Love
Gatorules
15
Years of Service
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Joined: 17th Dec 2008
Location:
Posted: 17th Feb 2009 18:13
dbSetShadowShadingOn()
jezza
16
Years of Service
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Joined: 8th Mar 2008
Location: Bham, UK
Posted: 17th Feb 2009 18:59
Don't.
entomophobiac
21
Years of Service
User Offline
Joined: 1st Nov 2002
Location: United States
Posted: 18th Feb 2009 09:46
Typically, game engines with stencil shadows use structural boundaries to tell the renderer where to cut off the shadows. In DGDK/DBP, I personally don't know any way to do this. Because of this, what happens is that you get shadows of infinite length (and intense workload for your CPU) and that the shadows become severily prone to both near- and far-plane clipping if you don't know exactly how the shadows work.

They also have inherent disadvantages, such as the fact that models with shadows must be solid meshes -- you can't have unwelded/unmerged vertices or a "leak" is caused.

For short, I agree with jezza -- don't.
FIGHTEX
15
Years of Service
User Offline
Joined: 30th Nov 2008
Location:
Posted: 18th Feb 2009 10:10
yeah, i wont, unless if i buy the dark lights ad on, i saw some shadows there.

Game.Love

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