Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 959 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 6 1 2 3 4 5 6
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: sCKan] #152537
09/08/07 06:34
09/08/07 06:34
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

about lights 3dgs only supports stencil shadows z-buffered
volumetric shadows are based on distance between light source and objects these kind of shadows produces that the shadows looks bigger when the object is near to the light source or smaller when the object is far to the light source

z-buffered shadows only produces far shadows or near shadows but the scale is the same.


the ones in A6/A7 are still volumetric shadows. a more common term for volumetric shadows is stencil shadows. that's exactly what you see in A6/A7. you should be requesting that stencil shadows have perspective -- vertex-based projection instead of object based.

for your problem, you should ask in the level editing forum. it could be a problem with your build settings. or stencil shadow settings in your code. in fact at the moment it's not a good idea to apply shaders to level geometry (if that's what you're doing) for speed reasons.

sorry i can't be more helpful.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: JibbSmart] #152538
09/08/07 06:49
09/08/07 06:49
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

you should be requesting that stencil shadows have perspective -- vertex-based projection instead of object based.




Yes....if SS are capable of this and a more "Sphere-like" shadow can be produced only with good ol' tried and true SSs then that would be grand.

@jcl: If that's something Bill allows via DX9 then make it so, please. It would make all the difference in the world.....rendering speed be damned. Stencils have been around forever and no one complained much for those years (or anyone that matters...they're still used in dozens....hell hundreds.....of titles and smaller studios/teams that don't necessarily want or need full, Glorious shaders-based shadows). A more accurate perspective based SS that can grow and shrink and display on ceilings without shaders is a Holy Grail for me and many others. We don't all want to screw around with shadowmapping...at least not right now.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: Orange Brat] #152539
09/08/07 17:41
09/08/07 17:41
Joined: Aug 2007
Posts: 17
S
sCKan Offline OP
Newbie
sCKan  Offline OP
Newbie
S

Joined: Aug 2007
Posts: 17
Volumetric Shadows (PRV) already exist in 3dgs as you can see when you add a light in wed, but this lights can't be moved in real time, the lights emitted by entities are different because only can produce stencil shadows.


Web Master
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: sCKan] #152540
09/09/07 01:33
09/09/07 01:33
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
stencil shadows are the most common implementation of shadow volumes, or volumetric shadows, or whatever you want to call it.

stencil shadows ARE volumetric shadows.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: JibbSmart] #152541
09/09/07 10:58
09/09/07 10:58
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I support OrangeBrats request for an accurate perspective based real-time shadow (stencil or shader, I did see both so far). Here is a short explanation what Brat and me try to tell.

I painted a little pic in Gimp very fast to illustrate that (sorry for the typo):




Models, Textures and Games from Dexsoft
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: Machinery_Frank] #152542
09/12/07 06:31
09/12/07 06:31
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Maybe you were confusing perspective with depth? There is no such thing as a "perspective-correction" of shadows.

Perspective is caused by a projection from a point. You can see this with shadows in real life. Shadow lines move a little outwards and a shadow on a wall is bigger than the person that throws this shadows. This is the same in a 3D engine. The dynamic lights that cast volumetric shadows are just points in space. When the light source is far away, like the sun, the perspective is barely noticeable.

"Depth" means that far away parts of the shadow look more blurry because they are outshined by the environment light. This requires several shader passes and affects the frame rate, so most 3D games don't use this effect.

Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: jcl] #152543
09/12/07 07:00
09/12/07 07:00
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
but jcl, what approach will you consider for the softshadows for 3dgs? (which i hope will soon get a new xx% state in the forecast)

in the shaderX3 book there are a lot of nice techniques dealing with it (which look like what frank has shown on the right side

or Shadow Accumulation ( pdf )

http://www.uni-koblenz.de/~cg/Studienarbeiten/SA_Kipermann.pdf

this looks interesting, too: http://www.sci.utah.edu/~bavoil/research/shadows/melissa/


Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: ello] #152544
09/12/07 07:47
09/12/07 07:47
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I know the shaderX3 book. We'll use a technique that works with shader model 2.0 and still delivers good fast results. I'll have some time in October and will then write a shadow shader.

Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: jcl] #152545
09/13/07 00:50
09/13/07 00:50
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

Maybe you were confusing perspective with depth?



but we would like stencil shadows to have perspective.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: NEW LIGHT MAP ENGINE AND SUPPORT FOR SHADRES [Re: JibbSmart] #152546
09/13/07 07:50
09/13/07 07:50
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
No, I did not confuse it. I added this option purposely - not sure if that will be possible.

Nevertheless I am looking forward to see the new soft-shadow shader of Conitec and an improved lightmap compiler.

Page 2 of 6 1 2 3 4 5 6

Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1