i can understand you, and now i wanna tell you the story of my life:
one year ago, in the thread "stencil shadow volume demo" by tom, if found my idea to make a stencil shadow system.
i tested the code, but at first it was ATI unfirendly! But then he made a fix, and i tried harder on it!
then i made a function which creates volumes from each polygon. not just from the edges! that means a caster with 100 triangles would cast 600 shadow polys. just *6! this looks weird with toms old stencil demo, so i improved it to the carmacks reverse by braincell!
well, for a long time i frozen all researches, cause i thought, i never make a good shadow system :D.
2 months ago, daredevil made a stencil shadow system, too. he had a good volume system, but a slow software-stencil-buffer. so we decided to move together. so we put his volume function optimized into my current system! then, i made some samples and we published the first alpha version of this shadow system! 3 weeks after it he made a new algorithm for shadow volumes...and when he was ready, i checked out that aglorithm. it took a lot of time to initialise the casters, so i build a *.shw caching file.
then i was playing arround with bona animation, and found out, that they can easily be set to a shadow caster by recursive setting each bones!
then i published it to this 0.6 beta!
not b3d models are barely working and the system was more flexible ever :)
this was the time of my life!
between all that sentences were hundrets of ours of research!
bye
one year ago, in the thread "stencil shadow volume demo" by tom, if found my idea to make a stencil shadow system.
i tested the code, but at first it was ATI unfirendly! But then he made a fix, and i tried harder on it!
then i made a function which creates volumes from each polygon. not just from the edges! that means a caster with 100 triangles would cast 600 shadow polys. just *6! this looks weird with toms old stencil demo, so i improved it to the carmacks reverse by braincell!
well, for a long time i frozen all researches, cause i thought, i never make a good shadow system :D.
2 months ago, daredevil made a stencil shadow system, too. he had a good volume system, but a slow software-stencil-buffer. so we decided to move together. so we put his volume function optimized into my current system! then, i made some samples and we published the first alpha version of this shadow system! 3 weeks after it he made a new algorithm for shadow volumes...and when he was ready, i checked out that aglorithm. it took a lot of time to initialise the casters, so i build a *.shw caching file.
then i was playing arround with bona animation, and found out, that they can easily be set to a shadow caster by recursive setting each bones!
then i published it to this 0.6 beta!
not b3d models are barely working and the system was more flexible ever :)
this was the time of my life!
between all that sentences were hundrets of ours of research!
bye