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Polysoup and Shadows

by Randy Condon · in Torque Game Engine Advanced · 02/22/2008 (12:18 pm) · 4 replies

Does anyone know the issues with using polysoup and also generating shadows? (If there is an issue?)

I've searched polysoup and shadows, and get hints that if an object uses polysoup, it won't generate a shadow. (If this is explained somewhere, please let me know and excuse my inferior search skills).

Thanks

#1
02/22/2008 (3:42 pm)
Hmm i wasn't aware that that would happen. In this case when you see the tern "Poly-soup" it is referring to the DTS model structure. That is not the definition of the word, as Im sure you know this much, so I would say that yes they do cast great shadows, on both terrain types, and on themselves like all other DTS shapes are capable of doing, just look at little Kork the Ork;). The resource that implement the Poly-soup Opcode made by the Infamous Ben Garney give the engine the ability to handle the DTS object collision in a different manner from the current way(and more precise I assume) it is done now, when setting up you object in your modeler, and assigning the collision mesh:) I believe that in this case all visible faces have collision when you turn on the poly-soup collision.
#2
02/22/2008 (4:40 pm)
I can say they cast shadows just fine. But do use with care because if you turn it on, on complex models and there's afair amount of them you will hurt your preformance alot.
#3
02/22/2008 (5:34 pm)
Thanks for the feedback.

Now I know what direction to look for the problem.
#4
03/12/2008 (8:24 am)
Hmm...missing something here or?!

How do you get shadows with polysoup DTS's?!

Since (at least I) can use polysoup just on TSStatic's (the checkbox disappears when I add the DTS as a Static Shape, with a datablock)...how am I supposed to get a shadow?

Sure, I would rather have the DTS's as TSStatic's, since I don't need them to cast a dynamic shadow (this hits the performance I guess).
But I can't seem to figure out how to get a TSStatic to cast a 'static' shadow, without any collision meshes (removed those since I'm 'told' that they would interfere with the polysoup collision).

Am I way out here or?