is there a way to make TGA-Sprites (32 Bit-Alphalayer) to cast Shadows? Did try several things... no success :-( Do I need to use a special *.fx Effect for Shadows, or could I achiev it, through running a simple Action? If You do know help ... please let me know :-)
Have a nice weekend,
C.U. R.E.Z.
Last edited by REZ; 10/07/1108:53.
R.E.Z. Software Development (TM)
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: REZ]
#384752 10/07/1106:0010/07/1106:00
now I did try the PSSM Shadows. Took the code for PSSM from the Help of A8.20, runs ok. No Errors. But... all of my insidelevel is dark. Does not look ok. Seems to only use the Sun for the Shadow generation.
I think, I do have to look for Stencil-Shadows. These seem to look the way, I do want to have them look.
I do need Stencil-Shadows that are cast by (dynamic) Lights hitting TGAs in my indoor Level. Does anyome has a hint for me? :-)
C.U. R.E.Z.
Last edited by REZ; 10/07/1109:19.
R.E.Z. Software Development (TM)
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: REZ]
#384761 10/07/1109:3110/07/1109:31
all of my insidelevel is dark. Does not look ok. Seems to only use the Sun for the Shadow generation.
Yes. PSSM shadows are only suited for outdoor levels. For indoor spotlights, adapting the softshadowmapping example in the samples\ folder might be sufficient. For point lights you have to make something on your own... there are enough papers and books about this available, like ShaderX 6, 7.
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: HeelX]
#384774 10/07/1118:2410/07/1118:24
did take the LightShaftWithShadowMapping Demo from (AUM93) [based on Grafton's spotlight example for shadowmapping demo from aum71] for Texture Projection. Works for the case, that there is only this one Spotlight. But I do use several dynamic Lights in my Level. So, gotta keep looking for a solution :-)