DarkPlaces - Model Shadows.
Posted: Tue Nov 15, 2011 3:05 am
Hello,
Here I have a few tree models, q3 format. As you can see, they load in-game fine, however, two main problems.
First thing to notice, the leaves are pretty fullbright. Here's the shader currently being played with for the leaves:
The comment out parts are from the original shader, as I've adjusted it some to how I understand the shader should be, for non-full bright leaves.
Also notice, that "dpshadow" is enabled in the shader, which leads me to my next issue.
In the second screenshot, you'l see a lack of shadows for leaves.
Although the second screenshot doesnt show it, with dpshadow enabled inside the shader, the leaves polygon casts shadows, ie, you get a square shaped shadow, not leaf shapes.
Can DarkPlaces not cast RT Shadows using the alpha layer of textures as a mask? And also, is there anyway to sort out the lighting for the leaves, so their not practically fullbright?
( DarkPlaces needs more, correct and up-to-date documentation. -.- )
Here I have a few tree models, q3 format. As you can see, they load in-game fine, however, two main problems.
First thing to notice, the leaves are pretty fullbright. Here's the shader currently being played with for the leaves:
Code: Select all
models/mapobjects/oak/oakblaetter
{
//cull none
cull disable
nopicmip
dpshadow
{
map models/mapobjects/oak/oakblaetter.tga
alphaFunc GE128
//depthWrite
//rgbGen vertex
rgbGen lightDiffuse
}
}
Also notice, that "dpshadow" is enabled in the shader, which leads me to my next issue.
In the second screenshot, you'l see a lack of shadows for leaves.
Although the second screenshot doesnt show it, with dpshadow enabled inside the shader, the leaves polygon casts shadows, ie, you get a square shaped shadow, not leaf shapes.
Can DarkPlaces not cast RT Shadows using the alpha layer of textures as a mask? And also, is there anyway to sort out the lighting for the leaves, so their not practically fullbright?
( DarkPlaces needs more, correct and up-to-date documentation. -.- )