Does anyone have an idea why the pssm shadows in my application
are not transparent as the shadows in the pssm demo?
in the pssm demo, you can set the transparency of your shadows
with the SceneManager.setAmbientLight() function. I did this in my
application, i set it to 1,1,1
if i load the city.mesh from the demo, the shadows are transparent,
if i load my custom mesh (exported via ogremax exporter) and assign
the city.material to it, the shadow is BLACK.
here is a screenshot:
Anyone know how the city.mesh was exported?
Regards, Christian!
PSSM Help needed!
- iloseall
- Gremlin
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- Halfling
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Here is the material script:
http://www.artn3r.com/ogre/city.material
and the .mesh file:
http://www.artn3r.com/ogre/city.mesh
What do you mean with vertex layout?
Which settings? is it on that screen?
I tried the anthene.mesh from the ogre example folder,
it doesn't cast or receive transparent shadows too, ambient
color value does not affect them:
Thanks for helping,
Regards, Christian
http://www.artn3r.com/ogre/city.material
and the .mesh file:
http://www.artn3r.com/ogre/city.mesh
What do you mean with vertex layout?
Which settings? is it on that screen?
I tried the anthene.mesh from the ogre example folder,
it doesn't cast or receive transparent shadows too, ambient
color value does not affect them:
Thanks for helping,
Regards, Christian
- iloseall
- Gremlin
- Posts: 156
- Joined: Sun Sep 14, 2003 3:54 am
- Location: Beijing China
- Contact:
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- Gremlin
- Posts: 166
- Joined: Fri Jun 30, 2006 1:04 pm
Yes that could well be the problem, the shader is expecting an ambient occlusion texture, as well as diffuse, normal and specular maps. If you look at the city.material you'll find its a template material, so its easy to define your own version , so long as you have all the required textures available. An ambient occlusion texture is very easy to create in Blender, I dont know how you'd do it in MAX though.
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