Hauvent,
A few comments (and I hate it when people comment on my work!):
1)
I moved your static 'sun' from: PositionEntity Luz3, 0, 500, 0
to: PositionEntity Luz3, 50, 50, 5
to more clearly see which light was which.
Then I REM'd out luz1 and p1 entirely to simplify the scene, leaving just light 2.
I've asked this before, but why is there such a big difference between the shdows created by AFO_create_ShadowLight and AFO_create_ShadowSun?
AFO_create_ShadowSun seems to create a much subtler shadow, more 'real-world'.
2)
I also moved the cube nearer to the character
from: PositionEntity c, 20, PickedY()+20, 75
to: PositionEntity c, 20, PickedY()+20, 70
to see the effect of the shadows against an object.
In your previous version your shadows 'draped' up vertical objects (a bit strange actually - they draped at 45 degrees).
Have you taken out this effect altogether? Do all shadows now only lie on horizontal surfaces?
Please understand that these questions are from a person who wouldn't have a cat-in-hell's chance of even starting this code.
Full respect!
A few comments (and I hate it when people comment on my work!):
1)
I moved your static 'sun' from: PositionEntity Luz3, 0, 500, 0
to: PositionEntity Luz3, 50, 50, 5
to more clearly see which light was which.
Then I REM'd out luz1 and p1 entirely to simplify the scene, leaving just light 2.
I've asked this before, but why is there such a big difference between the shdows created by AFO_create_ShadowLight and AFO_create_ShadowSun?
AFO_create_ShadowSun seems to create a much subtler shadow, more 'real-world'.
2)
I also moved the cube nearer to the character
from: PositionEntity c, 20, PickedY()+20, 75
to: PositionEntity c, 20, PickedY()+20, 70
to see the effect of the shadows against an object.
In your previous version your shadows 'draped' up vertical objects (a bit strange actually - they draped at 45 degrees).
Have you taken out this effect altogether? Do all shadows now only lie on horizontal surfaces?
Please understand that these questions are from a person who wouldn't have a cat-in-hell's chance of even starting this code.
Full respect!