I wish to thank the developers, specifically jK who revamped the shadow code and made its transformation matrix linear, for their valuable time and effort invested into improving engine features.
I would like to ask if the possibility of reversing the triangle facing on the shadow map would be possible?
Because currently many of Mr Bobs wonderful remakes have non closed volumes, and the shadows look buggy on those because of the shadowmap triangle direction inversion.
I feel that making the tri's on these models double sided would be very wasteful wrt. to tri count.
I know this next question will sound dumb, but is it possible to have the vertex shader animations done in lua unit rendering to pass along to the shadows and have the shadows be animated corresponding to the units? It may just have been me who screwed up this part, but I couldnt get this to work.
That's not so strange, face-culling is disabled for features of any type during the shadow pass (because features are often modelled trees with non-manifold surfaces, and their shadows would otherwise look like those in your screenshots). Also, 3DO models of old tended to have gaps in them that became exposed with culling enabled.
For units the back-faces are always culled in both normal and shadow rendering (http://imageshack.us/f/546/screen00001.png), there is no "triangle direction inversion" (anymore). You only notice this in the shadow projection if a model is not a closed volume.
there is no "triangle direction inversion" (anymore)
Shouldn't the shadowmap then contain exactly the same triangles as the onscreen buffer? In BD's examples the sun is above the units and so the sun looks on the _front_ faces. But they obviously aren't rendered instead the back faces are -> means culling is inverted in shadowpass.
Relevant OpenGL state (glFrontFace(GL_CCW), glCullFace(GL_BACK)) is the same in each pass, so it would have to be the shadow-matrix projection flipping an axis.
This was one of the major obstacles in the path of the BA remake, as many buildings had holes in them. It also enables me to keep working on bump mapped ba :D
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