Yeah thanks for the input, this is the full set up:
dbInstanceObject ( partic, partic_star );
dbShowObject ( partic );
dbSetObject ( partic, 1,1,1,1,0,0,0);
dbGhostObjectOn ( partic );
dbDisableObjectZWrite ( partic );
Even if I were not using it, the point would be why it behaves differently from one version to another...
So far I'm sticking with DGDK-November08 due to this issue, but I could even get back to DGDK-VS2005 if I don't get the shadows working properly, shadows become solid at certain positions
, I show it in this little video:
I tried both:
void dbSetShadowShadingOn ( int iID, int iMesh, int iRange, int iUseShader );
void dbSetShadowShadingOn ( int iID );