casting shadows with fx and v1.12.11

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
Post Reply
loath
Platinum Sponsor
Platinum Sponsor
Posts: 290
Joined: Tue Jan 17, 2012 5:18 am
x 67

casting shadows with fx and v1.12.11

Post by loath »

hey paroj,

this mentions getting shadows to work with the particle fx plugin:
https://www.ogre3d.org/2021/02/12/ogre-1-12-11-released

are these the changes needed? (or am i missing something?)
https://github.com/OGRECave/ogre/commit ... 535eb0906d
https://github.com/OGRECave/ogre/commit ... 2775a64fb8

thanks!
loath
Platinum Sponsor
Platinum Sponsor
Posts: 290
Joined: Tue Jan 17, 2012 5:18 am
x 67

Re: casting shadows with fx and v1.12.11

Post by loath »

for some reason, i had mShadowCasterRenderBackFaces set to true and my custom particles (based loosely on fx) were not showing shadows. turning off render back faces fixes the issue though.

thanks!
paroj
OGRE Team Member
OGRE Team Member
Posts: 1993
Joined: Sun Mar 30, 2014 2:51 pm
x 1073
Contact:

Re: casting shadows with fx and v1.12.11

Post by paroj »

yes, the last change in that series addressed culling:
https://github.com/OGRECave/ogre/commit ... 4d6ea9416e

you could also disable backface-culling on particles altogether..
loath
Platinum Sponsor
Platinum Sponsor
Posts: 290
Joined: Tue Jan 17, 2012 5:18 am
x 67

Re: casting shadows with fx and v1.12.11

Post by loath »

nice, i'll upgrade right away. thanks!
loath
Platinum Sponsor
Platinum Sponsor
Posts: 290
Joined: Tue Jan 17, 2012 5:18 am
x 67

Re: casting shadows with fx and v1.12.11

Post by loath »

super easy to upgrade ogre these days. it only took 20 minutes to switch to 1.12.12.

for some reason my particles are shadowing even if i set the mCastShadows = false in the movable. does the render group override a movable's mCastShadows setting? (note this happened prior to upgrade and is most likely my code, just need to figure out what i'm doing wrong)

> you could also disable backface-culling on particles altogether..
i will also try this, thanks!
paroj
OGRE Team Member
OGRE Team Member
Posts: 1993
Joined: Sun Mar 30, 2014 2:51 pm
x 1073
Contact:

Re: casting shadows with fx and v1.12.11

Post by paroj »

loath wrote: Tue May 04, 2021 6:28 pm for some reason my particles are shadowing even if i set the mCastShadows = false in the movable. does the render group override a movable's mCastShadows setting? (note this happened prior to upgrade and is most likely my code, just need to figure out what i'm doing wrong)
no, that should be sufficient. The render group setting mostly affect shadow receiving.
loath
Platinum Sponsor
Platinum Sponsor
Posts: 290
Joined: Tue Jan 17, 2012 5:18 am
x 67

Re: casting shadows with fx and v1.12.11

Post by loath »

thanks, that helped narrow it down.
Post Reply