has anyone done a demo of stencil shadows?

Blitz3D Forums/Blitz3D Programming/has anyone done a demo of stencil shadows?

Kalisme(Posted 2005) [#1]
Hi, I've recently becamse interested by the stencil shadows done in blitz 3d (Carmacks reverse method) but has anyone actually used this method in a game? (as actuall shadows that are controlled by a light source?) Has anyone put together a quick (small) demo? I've only really seen the "double cylender" thingy... I'm sorta interested in seeing how far this can be taken in blitz... oh.. and any news on the animated shadows? (*.b3d animated files)
thank you for any help given


Kalisme(Posted 2005) [#2]
is that a no?
has anyone actually used this in a game or demo?


Barliesque(Posted 2005) [#3]
There have been several shadow systems to come along. Not sure if any are actually using the stencil technique, but here are some links for you to check out:

http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=memory04242004213434&comments=no
http://www.blitzbasic.com/logs/userlog.php?user=963&log=269
http://www.blitzmax.com/codearcs/codearcs.php?code=1010


Braincell(Posted 2005) [#4]
THEaritstKAL,

the simple answer is no. Since Tom posted the original DLL and the technique using Depth-Pass , the only work i've seen someone has done is by me to try and make it Depth-Fail which i did, and which is more robust. But noone has made any demos or done anything in relation to this.

I have been trying to make it usable in games for more than a month. I have devised numerous ways of building shadow volumes but not one was fast enough to be used ingame. Quite simply: you can only use it for very basic geometry and level shadows. I think static level shadows are in fact very useful because you can even build volumes in a 3d editor and just place them in your game. I could make a demo of that, anyone could, but a moving light and moving caster is something that just cannot be done in blitz3d without some c++ coder's input. Blitz commands cannot handle making shadow volumes fast enough for static meshes let alone boned ones because of the inaccessibility of the vertexes of a certain mesh. I mean you can only get the XYZ of a vert in local space, if you want it in global you have to use TForm commands for each vertex and that alone should be enough to convince you to stop right there.

Mark said he might transfer stencil shadows to B3d since he is reportedly doing them in BMax but if not some kind c++ semi-expert could perhaps pull something off, i dont know.


Kalisme(Posted 2005) [#5]
awwwwwwww..... oh well... I'm only 16 right now...
After I get enough money (hopefully) I'm going to start on c++... Hopegully I'll learn to use stencil shadows some day


Kalisme(Posted 2005) [#6]
awwwwwwww..... oh well... I'm only 16 right now...
After I get enough money (hopefully) I'm going to start on c++... Hopegully I'll learn to use stencil shadows some day