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!
casting shadows with fx and v1.12.11
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Re: casting shadows with fx and v1.12.11
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!
thanks!
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Re: casting shadows with fx and v1.12.11
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..
https://github.com/OGRECave/ogre/commit ... 4d6ea9416e
you could also disable backface-culling on particles altogether..
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Re: casting shadows with fx and v1.12.11
nice, i'll upgrade right away. thanks!
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Re: casting shadows with fx and v1.12.11
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!
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!
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Re: casting shadows with fx and v1.12.11
no, that should be sufficient. The render group setting mostly affect shadow receiving.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)
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Re: casting shadows with fx and v1.12.11
thanks, that helped narrow it down.