StaticShape & Dynamic Shadows & Polysoup
by Henri Aalto · in Torque Game Engine Advanced · 04/12/2008 (8:03 am) · 6 replies
I'd like to create my buildings in a 3D modelling application and use them as DTS shapes in the engine. Use of TSStatic in such manner is supported but it can't cast dynamic shadows and my goal is to have the notarious "destructible buildings" so a mere static shadow on a pre-computed light map simply won't cut it.
If I wish to use the polysoup collission and dynamic shadows for a staticShape shape what needs to be changed? I think the staticShape currently supports only the collision meshes (Col-n) in the DTS shape. And how about potential performance issues with the dynamic shadows on? Can the system be forced to somehow cache the shadow computation?
Alternatively, can the TSStatic be somehow forced to use dynamic lighting?
If I wish to use the polysoup collission and dynamic shadows for a staticShape shape what needs to be changed? I think the staticShape currently supports only the collision meshes (Col-n) in the DTS shape. And how about potential performance issues with the dynamic shadows on? Can the system be forced to somehow cache the shadow computation?
Alternatively, can the TSStatic be somehow forced to use dynamic lighting?
#2
04/14/2008 (12:31 am)
Thanks, I found your polysoup-resource from the TDN. The TGEA 1.7 has the polysoup already integrated for the TSStatic by default so I simply need to introduce the shadow-class to the TSStatic and allocate a shadow object to get the dynamic shadows working?
#3
04/14/2008 (6:07 am)
How would this work in terms of gobbling up system resources though?
#4
I can see articles about DTS static and dynamic lighting, stuff related to the lighting kit... but no polysoup collision for statishapes and dynamic shadows. Maybe I'll have another look later on from home.
04/14/2008 (6:45 am)
I did a search on TDN for it but I can't find the resource talking about Polysoup, DTS, Dynamic shadow... I can see articles about DTS static and dynamic lighting, stuff related to the lighting kit... but no polysoup collision for statishapes and dynamic shadows. Maybe I'll have another look later on from home.
#5
I guess Ron meant the resource to add polysoup support on TSStatic (i.e. not staticShape):
tdn.garagegames.com/wiki/Torque_Shader_Engine/PolySoupAddon
The polysoup addition described in the resource seems to be already an integral part of TGEA 1.7 but the resource has also some reference on adding dynamic shadow support to TSStatic. I believe staticShape supports dynamic shadows by default but not polysoup.
EDIT: Not that I got a chance to look a the resource and compare it to the TGEA 1.7 codebase, I'm really not sure if this is the right resource. The shadow-stuff seems to have changed between 1.03 and 1.7.
04/14/2008 (10:48 am)
Hi guys.I guess Ron meant the resource to add polysoup support on TSStatic (i.e. not staticShape):
tdn.garagegames.com/wiki/Torque_Shader_Engine/PolySoupAddon
The polysoup addition described in the resource seems to be already an integral part of TGEA 1.7 but the resource has also some reference on adding dynamic shadow support to TSStatic. I believe staticShape supports dynamic shadows by default but not polysoup.
EDIT: Not that I got a chance to look a the resource and compare it to the TGEA 1.7 codebase, I'm really not sure if this is the right resource. The shadow-stuff seems to have changed between 1.03 and 1.7.
#6
04/14/2008 (1:46 pm)
Thanks for the link
Torque 3D Owner Ron Nelson