@tuan kuranes: I didn't find any helpful documents about the classes above. Can you tell me the specific meanings of each class? What are the differences among them? How should I use them?
Thanks a lot!
I've searched the forum and looked in the wikki but I didn't find an answer to the following problem:
I'm using PLSM2 and shadows in my scene. I get different results depending which shadow type I use in the scene. Take a look at the following screenshots:
Scene with SHADOWTYPE_TEXTURE_MODULATIVE -
Compared to the previous shots taken from the same position,
parts of the horizon are missing: http://www.lucidworks.net/screenshot_3.jpg
Could depend on the Texture Mode used, and vertex compression.
All shader based Texture Mode surely doesn't take shadows in account.
We should follow Ogre manual to add missing paramters to shadow (we're supposed to reserve some texcoord I believe.)
Could depend on the Texture Mode used, and vertex compression.
All shader based Texture Mode surely doesn't take shadows in account.
We should follow Ogre manual to add missing paramters to shadow
(we're supposed to reserve some texcoord I believe.)
can someone post a complete directory listing of which media files are supposed to be in which directory/sub-directory??
the problem is that everything encapsulated in the script file, and the script file DOES NOT tell me exactly which media file is for which sub-directory.
right now, i got a blue sky and white plane when running PLSM2 demo app.
@SiX : sorry. link corrected. But may come from somewhere else if no shader involved. Does Image texturemode give you same results ?
If stencil shadow is more cpu intensive so if your game isn't too cpu intensive, it's a good choice.
@edwynn: which script ? did you get the example data as listed in the WIKI page devoted to plsm2 ?
Hi,
I've succefully compiled PLSM2(plugin,mapsplitter and demo) with C::B + MingW(Importing VC 7.1 project(no much work))..
The demo runs fine disbling vetrex compression..I wonder if there's a way to use vetrex compression with my video card(RADEON 9000 MOBILITY)..
2nd question: To make the demo run i had to delete DecompressSplatShader and DecompressSplat (both .program and .cg) because of an error in cgProgramManager.dll it says (from Ogre.log):
-----------------------------------
Details:
-----------------------------------
Error #: 9
Function: CgProgram::loadFromSource
Description: Unable to compile Cg program DecompressSplatcg/FP: CG ERROR : The compile returned an error.
(81) : warning C7011: implicit cast from "float[4]" to "out float[2]"
(110) : fatal error C9999: oglfp2x backend can't compile shader to a single pass.
Problem: Not enough temporary registers
.
File: ..\src\OgreCgProgramManagerDll.cpp
Line: 60
Stack unwinding: <<beginning of stack>>
@BlooDragoN :
1) what'ts the vertex shader version on radeon moblity 9000 (check ogre.log report).
2) what CG version ? it's intended to be used with nvidia cg 1.4 toolkit (desinstall old, install new, recompile plugin_cg then retry. with new CG, it even can lower vertex shader version requirements. so may resolve 1) too.
And please send the CB project files, it can help others.
OK...but where I can find GCC version of CG ToolKit??I've dowloaded standard version but there isn't lib(I need libCG.a) and header was different in number by those included in Dependencies..
Hi, I'm trying to use the PLSM but I can't found any tutorial or manual about how to use it (I added the plugin in my plugins lists, used the ST_EXTERIOR_REAL_FAR scene manager etc..).
I read the wiki but there isn't any indications about how to use the mapsplitter tool there's just a description of one cfg file.