sswift shadow system Q

Miscellaneous Forums/Content Creation Tools/sswift shadow system Q

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Ok, nailed the sucker. Inside the UpdateShadows Function you need to:

change
HideEntity Current_Camera
to
CameraProjMode Current_Camera, 0

and
ShowEntity Current_Camera
to
CameraProjMode Current_Camera, 1

The sucker took me about 10 Hours so far. Hideentity performs some kind of Updateworld with hidden (thus collision off) state.

I have to say, I made the Shadow_cam global and mabe it to be created only once at startup, and then only hide and show it inside the UpdateShadows function. Maybe this causes this bugous behaviour.

However, I thought it should work with two cameras by hiding and showing then depending on usage. But it doesn't! So note: use CameraProjMode instead of HideEntity for the Cameras!