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How to make TGA-Sprites (32 Bit-Alpha) cast Shadows?
#384742
10/06/11 20:24
10/06/11 20:24
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Joined: Aug 2005
Posts: 142 Pattensen - Germany
REZ
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Joined: Aug 2005
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Hello,
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; 10/07/11 08:53.
R.E.Z. Software Development (TM)
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Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: REZ]
#384752
10/07/11 06:00
10/07/11 06:00
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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Built-in PSSM shadows does that
3333333333
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Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: Quad]
#384758
10/07/11 08:52
10/07/11 08:52
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Joined: Aug 2005
Posts: 142 Pattensen - Germany
REZ
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Hello
@ Quad: thank You for Your answer :-) I will go for the PSSM shadows. Need the shadows for inside Levels.
Have a nice day,
C.U. R.E.Z.
Last edited by REZ; 10/07/11 09:19.
R.E.Z. Software Development (TM)
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Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: REZ]
#384760
10/07/11 09:13
10/07/11 09:13
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Joined: Aug 2005
Posts: 142 Pattensen - Germany
REZ
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Hello,
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; 10/07/11 09:19.
R.E.Z. Software Development (TM)
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Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: REZ]
#384762
10/07/11 11:08
10/07/11 11:08
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Joined: Jul 2001
Posts: 6,904
HeelX
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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.
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Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: HeelX]
#384774
10/07/11 18:24
10/07/11 18:24
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Joined: Aug 2005
Posts: 142 Pattensen - Germany
REZ
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Posts: 142
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Hello
@ bart_the_13th and HeelX: Thank You for Your help :-) Have a nice Weekend.
C.U. R.E.Z. :-)
Last edited by REZ; 10/07/11 18:25.
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Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows?
[Re: REZ]
#384791
10/08/11 12:22
10/08/11 12:22
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Joined: Aug 2005
Posts: 142 Pattensen - Germany
REZ
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Hello,
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 :-)
Best regards,
R.E.Z.
R.E.Z. Software Development (TM)
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