Barli:
Which robot? The one from Aliens? Why would a robot have bones? I guess in theory you could DO it, and it might save you on surfaces, but it would cost you a whole lot more for tansforming all those vertices.
Also, I was no aware anyone had developed a library to load X files with bones. I'm prety sure that isn't possible. To load anyhting with bones, it has to be loaded as a B3D unless you somehow find a way to get into the internal polygons structures of Blitz.
Which is exactly why I dubted he could handle bones. That's really the only easy way to accomplish that for animated meshes because blitz doesn't report the transformed vertex locations.
Now in theory, one could wite an X with bones loader, and then transform the vertices themselves, or predict where Blitz will transformt hem for a given animation frame, but in reality that would be such a huge headache and require wiritng so many new commands, and would probably be so slow, and require so much extra ram, that frankly, I doubt he's done that.
So the only option really would be that he is loading X files, and he found a way to access and write to the bone strucutres in Blitz, which would in itself be a major feat above and beyoond mere stencil shadows. :-)
"Nor, multiple light sources. Your demo warns that two-light sources will "kill your frame rate" but I don't find that to be the case on my system. It's still pretty fast."
Well I say that because when you add a second light source, you double the number of shadows you cast. A third would triple the number. So effectively you cut in half the number of objects you can have cast shadows, and it is already low.
Of course there are special cases for everything. That's why I included the option to have more than one.
"All in all, it's looking like stiff competition for you Sswift. (Sorry, to be the bringer of bad news.)"
It's not that big a deal, I don't sell very many copies of my shadow system anymore. :-)
Which robot? The one from Aliens? Why would a robot have bones? I guess in theory you could DO it, and it might save you on surfaces, but it would cost you a whole lot more for tansforming all those vertices.
Also, I was no aware anyone had developed a library to load X files with bones. I'm prety sure that isn't possible. To load anyhting with bones, it has to be loaded as a B3D unless you somehow find a way to get into the internal polygons structures of Blitz.
Which is exactly why I dubted he could handle bones. That's really the only easy way to accomplish that for animated meshes because blitz doesn't report the transformed vertex locations.
Now in theory, one could wite an X with bones loader, and then transform the vertices themselves, or predict where Blitz will transformt hem for a given animation frame, but in reality that would be such a huge headache and require wiritng so many new commands, and would probably be so slow, and require so much extra ram, that frankly, I doubt he's done that.
So the only option really would be that he is loading X files, and he found a way to access and write to the bone strucutres in Blitz, which would in itself be a major feat above and beyoond mere stencil shadows. :-)
"Nor, multiple light sources. Your demo warns that two-light sources will "kill your frame rate" but I don't find that to be the case on my system. It's still pretty fast."
Well I say that because when you add a second light source, you double the number of shadows you cast. A third would triple the number. So effectively you cut in half the number of objects you can have cast shadows, and it is already low.
Of course there are special cases for everything. That's why I included the option to have more than one.
"All in all, it's looking like stiff competition for you Sswift. (Sorry, to be the bringer of bad news.)"
It's not that big a deal, I don't sell very many copies of my shadow system anymore. :-)