Free Shadow Bank?
Blitz3D Forums/Blitz3D Programming/Free Shadow Bank?
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I'm using sswift's shadow system, and I was wondering how I would go about 'Free'ing the current static shadows. Occassionally I move and change the objects in my scene, so I'd like to completely redo the static shadows. However, as it stands the shadows remain and I can't figure out how to get rid of them, let alone update them. So... how do I kill Static_shadows? |
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Contact Sswift maybe? |
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Perhaps, but if other people are having trouble too (or in future) then it would be better for such info to be in a forum. Also, there are lots of people here with experience with the shadow system. Okay, to rephrase the question to have a little more general appeal. How do I empty 'Banks', or find out which banks are currently occupied? |
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I've never had any probs with his sys, so can only answer generally...as far as banks go. Create a wrapper class. i.e, type bank field real end type function NewBank(Size) out.bank =new bank out\real=createBank(size) return out\real end function function countBank() for b.bank =each bank bc=bc+1 next return bc end function function getBank(Index) for out.bank =each bank index=index-1 if index=0 return out\real next end function function DeleteBank(bank) for b.bank =each bank if b\real=bank freeBank bank delete b return endif next runtimeerror "bank does not exist" end function (cracks fingers) and you can count through them, etc. You pretty much have to write wrapper 'classes' for anything b3d does.. |
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Thanks for the help Antony. Unfortunately that didn't really seem to help me, or I was misunderstanding how to apply it. Further developments into this (it's been a busy week, so I'm just coming back to coding now)... It seems that if I call update_static_shadows(cam) more than once in my loop, it will give an error of "entity does not exist" or "texture does not exist". Could this be because I'm using an array of entities rather than individual entities? I have no idea... -_- |