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Are stencil shadows still usable in FTE?

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Are stencil shadows still usable in FTE?

Postby toneddu2000 » Tue Jul 02, 2019 9:37 am

I tried to set r_shadow_shadowmapping to 0 in FTE but it just puts shadows to off, instead console says about the command
Code: Select all
Enables soft shadows instead of stencil shadows

Are stencil shadows deprecated in OpenGL core? Is it possible to use it even in modern OpenGL calls?

If anyone has a clue that would be appreciated
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Re: Are stencil shadows still usable in FTE?

Postby frag.machine » Tue Jul 02, 2019 3:04 pm

Are stencil shadows part of the OpenGL ? I always believed they were implemented by the game engines, not some kind of built in extension...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Are stencil shadows still usable in FTE?

Postby toneddu2000 » Tue Jul 02, 2019 3:46 pm

yeah, probably you're right, my mistake. nvidia's shadow volume implementation via GLSL
Still no idea why it doesn't work on FTE
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Re: Are stencil shadows still usable in FTE?

Postby Spike » Tue Jul 02, 2019 10:54 pm

it needs a stencil buffer to be able to use stencil shadows.
this is generally the first thing that gets disabled when context creation would otherwise fail, as its often mutually exclusive with 16bit or 32bit depth buffers, depending on the driver.
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Re: Are stencil shadows still usable in FTE?

Postby toneddu2000 » Wed Jul 03, 2019 7:31 am

ah, I see, thanks Spike. I was trying to revive it to use parallel shadows because, as I pm'd you, unfortunately parallel lights shadowmapping keeps crashing randomly on FTE. Do you think there could be a workaround to use parallel lights (via ORTHOLIGHT) and avoid crashing?
Thanks
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