"Did you hear that? I guess you should just give up."
This coming from the guy who made the "End all be-all physics engine?"
That's a riot!
All I said was that I didn't think this early on he's come close to meatching all the features of my system. :-) I didn't say there was no way he could match my system.
It'll just take quite a bit more effort, is all. :-)
"I dont follow. Theres not much other way to render said shadows unless each reciever has a texture. Unless your refering to vertex coloring of some sort. If you don't have anything but productive to add to help the masses here, then I suggest you just stay in your corner ditching out copies of your shadow system."
Hey no need to be snide. I didn't explain how my system worked because I don't have time to repond every single time someone wants to make a shadow system. I have posted how my system works in DETAIL at least three times in the past on these forums.
Anyhow...
Halo's system appears to fit the receiver into the current view. The shadow itself seems to take up a small area of the texture, and he maps the shadow with perspective so that sections which are farther from the light, yet stretched over a LARGER area are SMALLER in the texture.
The way my system works is I do not render the shadows with perspective. And I use the maximum amount of texture area for the shadow.
I scale a copy of the CASTER to be 1,1,1 in size, minus a tiny bit, and then render the view of it from the light source such that it almost fills the camera view.
I then project this texture without perspective onto all receivers in the scene.
Each caster renders one texture per light source. This texture is projected onto all receivers in the scene, so each receiver gets a mesh created for each caster in the scene that casts a shadow on it, and each of these meshes is textured with the texture for each caster.
"Instead of hiding the world, which is impractical with complex levels, maybe we could move both the light and the receiver to some extremely far position where everything else will be out of camera range, perform the rendering, and move them both back."
That's exactly what I do in my system.
This coming from the guy who made the "End all be-all physics engine?"
That's a riot!
All I said was that I didn't think this early on he's come close to meatching all the features of my system. :-) I didn't say there was no way he could match my system.
It'll just take quite a bit more effort, is all. :-)
"I dont follow. Theres not much other way to render said shadows unless each reciever has a texture. Unless your refering to vertex coloring of some sort. If you don't have anything but productive to add to help the masses here, then I suggest you just stay in your corner ditching out copies of your shadow system."
Hey no need to be snide. I didn't explain how my system worked because I don't have time to repond every single time someone wants to make a shadow system. I have posted how my system works in DETAIL at least three times in the past on these forums.
Anyhow...
Halo's system appears to fit the receiver into the current view. The shadow itself seems to take up a small area of the texture, and he maps the shadow with perspective so that sections which are farther from the light, yet stretched over a LARGER area are SMALLER in the texture.
The way my system works is I do not render the shadows with perspective. And I use the maximum amount of texture area for the shadow.
I scale a copy of the CASTER to be 1,1,1 in size, minus a tiny bit, and then render the view of it from the light source such that it almost fills the camera view.
I then project this texture without perspective onto all receivers in the scene.
Each caster renders one texture per light source. This texture is projected onto all receivers in the scene, so each receiver gets a mesh created for each caster in the scene that casts a shadow on it, and each of these meshes is textured with the texture for each caster.
"Instead of hiding the world, which is impractical with complex levels, maybe we could move both the light and the receiver to some extremely far position where everything else will be out of camera range, perform the rendering, and move them both back."
That's exactly what I do in my system.