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Sam Cameron
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Joined: 26th Dec 2003
Location: 0,0,0 I\'m the center of the world !!!
Posted: 31st Dec 2003 21:03
I saw a demo made with Blitz 3d, and shows a technic of soft shadows in a scene, it could be posible with darkbasic? how?
Ian T
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Posted: 31st Dec 2003 21:56
Could you please direct me to the demo?

Knowing Blitz3d, I'm fairly certain-- make that absolutely certain-- that it wasn't using real soft shadows, but faked ones. As in, a ghosted bitmap with a soft shadow effect on it, or hard shadows of a soft object, etc.

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Sam Cameron
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Posted: 31st Dec 2003 22:12
yeah, I think it's a fake soft shadow, but how to do? because if blitz can do it, maybe could be a code for darkbasic and fake this shadows too, this is the link:

http://www.blitz3d.co.uk
Chris K
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Posted: 31st Dec 2003 22:49 Edited at: 31st Dec 2003 22:49
Hidden and Dangerous does it by having two shadows, one above the other. I looks really good but it looks rubbish if you can move the camera to the floor.



Perfect for a fixed height camera

Jaze
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Location: Connecticut, USA
Posted: 31st Dec 2003 23:40
doesn't look that bad camera low


-=/Jaze/=-
AlecM
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Location: Concord, MA
Posted: 1st Jan 2004 00:12
"Knowing Blitz3d, I'm fairly certain-- make that absolutely certain-- that it wasn't using real soft shadows, but faked ones.."

Of course there faked. To do real soft shadows you would need area lights.

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Sam Cameron
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Posted: 1st Jan 2004 20:23
any test code?
Shadow Robert
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Location: Hertfordshire, England
Posted: 2nd Jan 2004 00:15
i know the demo your on about; can't find it on that list but know it cause i remember a very excited unamed programmer :: coughdoesn'twannabelintchedcough :: showing me it...

if i remember it actually used a version zbuffering with a raycast,
which effectively the techniqué would be something along the lines of...

-> move camera to where the light is
-> distance the objects (for colouring by distance)
-> move the object in question along the Z axis from the camera pov and check for collision
--> if yes then include said objects in the project
--> if no continue
-> draw the alpha of the object in the projected path directly to the backbuffer

unfortunately the backbuffer in DBP confuses me a bit because without the frontbuffer there is a limited amount of things you can do (as they swap for different tasks)

but you could try the same thing in dbp ... worth a shot, never done it and never seen anyone else really use the backbuffer outside of a DLL


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