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shadows; on itself
Topic Started: Nov 17 2007, 11:54 PM (275 Views)
ashrat3000
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u3d raytracer
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I have a model for a map and I got the shadows for things to show up on there, but how do I have the model cast shadows on itself. If there is a mountain, I want the shadow of the mountain to show up on the ground. I think it has something to do with lightmaps.

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Dr. Best
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Administrator
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Self-shadowing is no problem with stencil shadows. Just enable both, shadow casting and shadow receiving for the object. Like this:
Code:
 
SwitchShadowCasting(light_source,true);
SwitchShadowReceving(light_source,true);
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ashrat3000
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u3d raytracer
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I tried that, it doesn't work. Without shadow optimised geometry, it shows a weird shadow that moves with the camera. With ShadowOptimizedGeometry it doesn't seem to shoe any shadows at all.
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Mauro
DirectX - WinAPI Programmer
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Dr. Best
Nov 18 2007, 12:24 AM
Self-shadowing is no problem with stencil shadows. Just enable both, shadow casting and shadow receiving for the object. Like this:
Code:
 
SwitchShadowCasting(light_source,true);
SwitchShadowReceving(light_source,true);

Yep, i use this and work very well but i lose fps XD
Programming c++ and directx
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