Clipping and shadows

Posted By: 3run

Clipping and shadows - 10/27/13 17:08

I'm having some troubles with clipping and object shadows.. Here few screens:
Quote:
First:

Second:
I would like to know, how to handle this situation (it happens seldom), the same happens with dynamic lights (looks ugly as hell).

Greets
Posted By: Superku

Re: Clipping and shadows - 10/27/13 18:10

Use the clipfactor entity attribute (increase it to 2-3 or an even bigger value).
Concerning dynamic lights I am sure that they get clipped correctly because I've made some tests about that a few years ago. However, it could be that more lights come into the view frustum (i.e. more than the shader supports) and thus the light priority changes and the scene looks different. Use the light count material to prove/ disprove that.
Posted By: 3run

Re: Clipping and shadows - 10/27/13 18:16

Thank you man, but this is the ugliest solution, isn't it? frown There is no other way to handle this?
Cause I'll need to apply that for each entity (maybe cycle trow all of them) get rid of this shadow crap.

Greets
Posted By: Superku

Re: Clipping and shadows - 10/27/13 18:18

No, I'm not aware of another solution right now. I don't think the clipfactor method is ugly (I was the guy who requested it back then for the very same reason). As you've already stated, just cycle through all entities after level load and increase the clipfactor variable if the entity has its SHADOW flag set.
Posted By: 3run

Re: Clipping and shadows - 10/27/13 20:12

Ok, thank you man (for requesting for it also) laugh
Posted By: yorisimo

Re: Clipping and shadows - 11/07/13 15:57

There is another solution that I use. Throw some dummy vertices into your model that extend the corners of your model much bigger than it really is. This way the engine thinks your model is always in view.
Posted By: Ch40zzC0d3r

Re: Clipping and shadows - 11/07/13 17:22

And your hitbox will be fucked up and you have to scale it yourself ...
Posted By: Feindbild

Re: Clipping and shadows - 11/07/13 18:23

light_view=NULL;
will harm performance though
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