PSSM Help needed!

Problems building or running the engine, queries about how to use features etc.
Post Reply
artn3r
Halfling
Posts: 72
Joined: Wed Jul 16, 2008 10:01 am

PSSM Help needed!

Post by artn3r »

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:
Image

Anyone know how the city.mesh was exported?

Regards, Christian!
User avatar
iloseall
Gremlin
Posts: 156
Joined: Sun Sep 14, 2003 3:54 am
Location: Beijing China
Contact:

Post by iloseall »

I no idea for this.
Can you put some city.material and program here?
Maybe give information more.

and,what is the vertex layout of the mesh that is exported by ogremax ?
artn3r
Halfling
Posts: 72
Joined: Wed Jul 16, 2008 10:01 am

Post by artn3r »

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?

Image

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:

Image

Thanks for helping,
Regards, Christian
User avatar
iloseall
Gremlin
Posts: 156
Joined: Sun Sep 14, 2003 3:54 am
Location: Beijing China
Contact:

Post by iloseall »

In pass AMBIENT ,
you use ambient_ps,ambient_vs, that need
diffuse_tex and ambientOcclusion.
perhaps the object exported with you has not use AO.
try copy the material,
and modify "pass AMBIENT" to simple ,just output "ambient 0.4 0.4 0.5" colour
bharling
Gremlin
Posts: 166
Joined: Fri Jun 30, 2006 1:04 pm

Post by bharling »

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.
Was here
Post Reply