Disappearing shadow in AL
by Cai Yundong · in Torque 3D Professional · 04/15/2010 (3:32 am) · 6 replies
Hi just checking what setting are requirements are there to get shadows working in AL. This mission is based on the AFX T3D 1.1b1 Classic Mission.

Basic Lighting

Advanced Lighting
As you can see from basic to advanced, the shadows disappeared. Can anyone advise ?

Basic Lighting

Advanced Lighting
As you can see from basic to advanced, the shadows disappeared. Can anyone advise ?
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#2
04/15/2010 (6:57 am)
Check "castShadows" on your sun/scattersky/lightsource?
#3
Yep, cast shadows is checked in my sun
@Rene
The below error is the only error i see when switching to advance lighting.
T3D/shaders/common/postFx/edgeaa/edgeDetectP.hlsl(30,13): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
Is this the cause of the lack of shadows ?
I next tried it in T3D 1.1B1 without AFX. There are shadows but there are even more (4) console errors of the same type, all relating to shaders.
The below also happens when switching between advance and basic lighting, both in AFX and in the desert demo as shown below.

Apparently Matt will be posting something related to Beta 2 soon. Hopefully it resolves all these issues ? (fingers crossed)
One last thing. When i hit f10 to edit GUI while in game, scroll bars appear on the right and bottom of my screen. If i move those scroll bars, the shadows and water plane moves as well...
PS: Should this be moved to the bugs section ?
UPDATE :
Ok, Hitting F11 then selecting Advance Lighting from basic will not produce the shadows, but under options (Ctrl + O), anything above lowest will produce shadow. From what i know, anything above lowest should be using Advance Lighting as well. Based on this, i guess F11 -> Lighting -> Advanced Lighting is broken. Is this correct ?
04/15/2010 (9:42 pm)
@Steve,Yep, cast shadows is checked in my sun
@Rene
The below error is the only error i see when switching to advance lighting.
T3D/shaders/common/postFx/edgeaa/edgeDetectP.hlsl(30,13): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
Is this the cause of the lack of shadows ?
I next tried it in T3D 1.1B1 without AFX. There are shadows but there are even more (4) console errors of the same type, all relating to shaders.
The below also happens when switching between advance and basic lighting, both in AFX and in the desert demo as shown below.

Apparently Matt will be posting something related to Beta 2 soon. Hopefully it resolves all these issues ? (fingers crossed)
One last thing. When i hit f10 to edit GUI while in game, scroll bars appear on the right and bottom of my screen. If i move those scroll bars, the shadows and water plane moves as well...
PS: Should this be moved to the bugs section ?
UPDATE :
Ok, Hitting F11 then selecting Advance Lighting from basic will not produce the shadows, but under options (Ctrl + O), anything above lowest will produce shadow. From what i know, anything above lowest should be using Advance Lighting as well. Based on this, i guess F11 -> Lighting -> Advanced Lighting is broken. Is this correct ?
#4
Also, check if your materials have "cast shadows" turned on.
04/16/2010 (12:09 pm)
I believe the "lowest" quality actually turns off AL shadows (so you get only deferred lighting, but no shadows). The ideal way would have BL's projected shadows kick in when AL has shadows off.Also, check if your materials have "cast shadows" turned on.
#5
Thanks ! That makes more senses ! Can't believe i didn't think of that :P
04/18/2010 (10:25 pm)
@ManoelThanks ! That makes more senses ! Can't believe i didn't think of that :P
#6
"Lowest" is BL, including it's (greedy) stencilled shadows. (eventually I'm gonna rip those stencil shadows out of custom stuff)
By default "low" gives some blurry AL shadowing which doesn't seem to have a great change in performance over normal (saving only a couple of fps in my tests). There's no stock option for AL without shadows, though I modded "low" setting for that.
Under LightingGroupQuality in core/scripts/client/defaults.cs
With a whole bag load of AI casting stencilled shadows - my non shadowing edit for AL "low" gives 20fps more than BL "lowest". When I get around to it and smite the stencilled shadows it'd be interesting to see what the difference is then.
04/19/2010 (6:24 am)
@Manoel"Lowest" is BL, including it's (greedy) stencilled shadows. (eventually I'm gonna rip those stencil shadows out of custom stuff)
By default "low" gives some blurry AL shadowing which doesn't seem to have a great change in performance over normal (saving only a couple of fps in my tests). There's no stock option for AL without shadows, though I modded "low" setting for that.
new ArrayObject( [Low] )
{
class = "GraphicsQualityLevel";
caseSensitive = true;
key["$pref::lightManager"] = "Advanced Lighting";
key["$pref::Shadows::disable"] = true; //yorks was false
key["$pref::Shadows::textureScalar"] = 0.5;
key["$pref::Shadows::filterMode"] = "None"; //yorks was "SoftShadow"
};Under LightingGroupQuality in core/scripts/client/defaults.cs
With a whole bag load of AI casting stencilled shadows - my non shadowing edit for AL "low" gives 20fps more than BL "lowest". When I get around to it and smite the stencilled shadows it'd be interesting to see what the difference is then.
Associate Rene Damm
What does the console say? Are there shader compile errors? From the shot above, it appears that AL completely fails to initialize.