Someone asked me this question recently:
"Hmmmm, I put the 'update_shadows' command right before the 'renderworld' outside of any tweening loop but I still get the jittering. If I just use renderworld without the tweening it looks fine though so it's definelty something to do with the tweening.Any other ideas on what may be causing the problem? It looks just like the tweening anomaly where you want to make a object teleport but the tweening draws the object between the start and end points making it look like it moved very fast instead. Excpet the shadow looks like it's rotating back and forth 5 dgrees very fast."
Now, I'm positive that this is not a bug with the shadow system, because I _KNOW_ people have used tweening with my shadow system before. But I'm not sure what _is_ causing it. I'm not very familiar with render tweening. I hate it. :-) It's complicated and causes problems like these all the time.
So I thought I'd ask here, to see if anyone who has used render tweening with my system has had an issue like this and corrected it by tweaking their tweening loop somehow?
The only things the tweening code could affect would be the casters, or the receivers, but not the shadow meshes themselves... since they never actually move. And I'm pretty sure from his description of the problem that it's not the receivers. Shadows would be poking into geometry and stuff if he was moving receivers around and those weren't being updated probperly.
So that leaves the casters.
Each frame I copy the caster in it's current frame of animation, paint it black, and use that to generate the shadow. Then it is deleted. There is seemingly no way tweening could affect this, but somehow it apparently is.
I'm guessing his tweening loop is messed up in some way, but I don't know how. I've asked him to send me the code to his main loop so I can look at it though.
"Hmmmm, I put the 'update_shadows' command right before the 'renderworld' outside of any tweening loop but I still get the jittering. If I just use renderworld without the tweening it looks fine though so it's definelty something to do with the tweening.Any other ideas on what may be causing the problem? It looks just like the tweening anomaly where you want to make a object teleport but the tweening draws the object between the start and end points making it look like it moved very fast instead. Excpet the shadow looks like it's rotating back and forth 5 dgrees very fast."
Now, I'm positive that this is not a bug with the shadow system, because I _KNOW_ people have used tweening with my shadow system before. But I'm not sure what _is_ causing it. I'm not very familiar with render tweening. I hate it. :-) It's complicated and causes problems like these all the time.
So I thought I'd ask here, to see if anyone who has used render tweening with my system has had an issue like this and corrected it by tweaking their tweening loop somehow?
The only things the tweening code could affect would be the casters, or the receivers, but not the shadow meshes themselves... since they never actually move. And I'm pretty sure from his description of the problem that it's not the receivers. Shadows would be poking into geometry and stuff if he was moving receivers around and those weren't being updated probperly.
So that leaves the casters.
Each frame I copy the caster in it's current frame of animation, paint it black, and use that to generate the shadow. Then it is deleted. There is seemingly no way tweening could affect this, but somehow it apparently is.
I'm guessing his tweening loop is messed up in some way, but I don't know how. I've asked him to send me the code to his main loop so I can look at it though.