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DarkBASIC Professional Discussion / SHADOWS and POLYGON COLLISION

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MARCEL
23
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Joined: 23rd Mar 2003
Location:
Posted: 28th Mar 2003 23:15
I know there's a shadow function and set collision to polygons (I don't remember it correctly) although, I used the function correctly in DarkBasic pro but the shadow and polygons detection function failed, my machine hanged.

I have got a pentium 3, 800 mhz, mmx
Geforce 440 mx, 64 ddr-ram with DirectX 8.1, Windows XP
128 mb sd-ram.

Could somebody help me.

Sorry for my poor English (I'm Dutch)
Superbeest
23
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Joined: 9th Mar 2003
Location: Netherlands
Posted: 28th Mar 2003 23:24
Hey another dutchman Happy me. I'm not alone!!!
Sorry for that x-d
Shadows hmm. I have only worked with shadows on matrixes yet, but if you create a light perhaps that also gives a shadow?
And if you don't want a realtime shadow you can check out the road demo.
as for polygon collision. I advise you to use maths instead. Works faster.

By steel will thy flesh divide
kevil
23
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Joined: 24th Nov 2002
Location: Netherlands
Posted: 28th Mar 2003 23:30
ey, don't forget me
I'm also Dutch.
I live near Eindhoven.

Kevil

Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 28th Mar 2003 23:39
Are you using the demo or Patch 4?

Polygon collision crashed my PC up until Patch 4, which fixed it. Shadow shading was also messed up on earlier versions.

Current Project: Retro Compo. Entry.
PiratSS
23
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Joined: 18th Oct 2002
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Posted: 28th Mar 2003 23:50
I am also Dutch... Kiddin, it's just funny how we could start this chain for no reason.

Anyway, for the shadows, You could use fake ones: Scale 100,-100,100, and just position it the way you like to.

Cheers.

1PH J00 C4|\| U|\|dER$T@|\||) +|-|I$, j00 |-|@\/3 4lR3Ady w0|\|! - p1r@T$$
rapscaLLion
23
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Joined: 29th Aug 2002
Location: Canada
Posted: 28th Mar 2003 23:58
you may not have hardware capable of supporting shadows.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 29th Mar 2003 00:15
Pfft! - The shadows DBP uses are just Z-Buffer shadows, and almost all GFX cards these days support Z-Buffers.

Current Project: Retro Compo. Entry.
rapscaLLion
23
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Joined: 29th Aug 2002
Location: Canada
Posted: 29th Mar 2003 00:19
oh, didn't see his sys-specs lol

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
EddieRay
23
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Joined: 28th Feb 2003
Location: USA
Posted: 29th Mar 2003 06:49
The shadow shading in the shading example doesn't seem to work for me on my Radeon with DBPro patch 4. The rest of the shading types seems to do something at least. The shadow example seems to just put up the wobbly plane but there is no shadow on it. I never tried it with patch 3. You have to hunt for the example, it shows up in the help if you click "Showcase Example" under the cartoon shading command, but doesn't show up with either of the links under the shadow shading command itself (oh, if someone would just proofread and fix the online docs...). It's the example that shows an asteroid, and you can select which type of shading to use: normal, lightmap, cube map, sphere map, etc.

Either they broke it in patch 4 or it just doesn't work (or only on nVidia - but not on my GF2Go either).

Superbeest
23
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Joined: 9th Mar 2003
Location: Netherlands
Posted: 29th Mar 2003 08:44
Yes, but I think you need at least a Gefroce3 or a good radeon to see the shadow shading (that's what you want)
I wasn't able to see that with my Geforce2(Guess i need to replace it )

Hey, another Dutchman. That brings the count to three. (Nu kunnen we al bijna een feestje gaan vieren. )

By steel will thy flesh divide
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 29th Mar 2003 11:58
"The shadow shading in the shading example doesn't seem to work for me on my Radeon with DBPro patch 4. The rest of the shading types seems to do something at least. The shadow example seems to just put up the wobbly plane but there is no shadow on it."

This has happened to me but only under Patch 4. I have a GeForce card, and the shadows DO work - somehow they don't show up in that demo but they work in my game.

Current Project: Retro Compo. Entry.
Cpt Caveman
23
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Joined: 29th Aug 2002
Location: New Zealand
Posted: 29th Mar 2003 12:51
Ive found that Shadow Shading only works with low poly shapes like the inbuilt boxes etc with patch 4. If I try an x file of a decent amount of polygons the whole process slows right(from 100 fps before the command down to 15 fps) and if there is a shadow it is corrupt. I think they should remove the command unless they plan to fix its bugs because when I first read about it, it seemed like an easy fix for shadows and causes more trouble than its worth. I have a Geforce ti 4 card btw so I shouldn't have any hardware compatibility issues with the command.
Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 29th Mar 2003 18:50
Shadow shading used to be very slow, I mean VERY slow before Patch 4. Does anyone notice any speed improvement on Shadow Shading as in Patch 4?

Oh, BTW, PiratSS mentioned that we can creating a fake shadow by "squashing" the mesh into a flat one. But what if I need a shadow that cast on a non-planar surface, i.e. shadow of a spaceship on an rough asteroid, or even shadow of character when near a wall where shadow is casted on the floor and bend towards the wall.

Any ideas? Thanks!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 29th Mar 2003 19:31
Shadow shading is done using the Z-Buffer, from my own experiments in OpenGL, I can tell you that this method is VERY slow with complex objects. Stencil buffer shadows are apparently coming somewhere down the line. This is why I normally have a low-poly, invisible version of the main character in the same place as the main character. I set the shadow shading on for this hidden object (yes, the shadow still shows!) - so that way you still get a fairly accurate shadow, but without the slowdown.

Current Project: Retro Compo. Entry.
EddieRay
23
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Joined: 28th Feb 2003
Location: USA
Posted: 30th Mar 2003 05:25
Okay, so what is a "low polygon" model that will work speedily with "shadow shading" in DBPro? 10, 20, 50?

Will "shadow shading" work on anything but a GF4 or Radeon 8500+? (there seems to be some speculation regarding the requirements - DBPro says shadow shading is not available on my GF2Go at least)

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