Page 1 of 1

Are stencil shadows still usable in FTE?

Posted: Tue Jul 02, 2019 9:37 am
by toneddu2000
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

Re: Are stencil shadows still usable in FTE?

Posted: Tue Jul 02, 2019 3:04 pm
by frag.machine
Are stencil shadows part of the OpenGL ? I always believed they were implemented by the game engines, not some kind of built in extension...

Re: Are stencil shadows still usable in FTE?

Posted: Tue Jul 02, 2019 3:46 pm
by toneddu2000
yeah, probably you're right, my mistake. nvidia's shadow volume implementation via GLSL
Still no idea why it doesn't work on FTE

Re: Are stencil shadows still usable in FTE?

Posted: Tue Jul 02, 2019 10:54 pm
by Spike
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.

Re: Are stencil shadows still usable in FTE?

Posted: Wed Jul 03, 2019 7:31 am
by toneddu2000
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