nedelman
21-07-2006 07:36:50
I'm using the OSMScene class to load a scene exported from 3DSMax/oFusion. All of my objects have "Build edge list" checked.
I've already discovered that the exported "ShadowTechnique" value for the scene is incorrect (it's correct for Azathoth but not for Dagon), so I manually set the shadow technique in my application to correct it.
However, when my application renders a frame, an assertion fails deep within the Ogre3D rendering code in the ShadowCaster::generateShadowVolume() function. I can provide more detail on the location if necessary. The important thing is that if I force the OSMScene::createEntities() function to load the "athena.mesh" model used in the Ogre shadow demo instead of any of my scene meshes, the stencil shadowing works correctly without crashes.
I've tried performing an upgrade on the exported meshes with the OgreMeshUpgrade.exe tool but that didn't seem to have any effect.
Will this be fixed with the transition to Dagon?
I've already discovered that the exported "ShadowTechnique" value for the scene is incorrect (it's correct for Azathoth but not for Dagon), so I manually set the shadow technique in my application to correct it.
However, when my application renders a frame, an assertion fails deep within the Ogre3D rendering code in the ShadowCaster::generateShadowVolume() function. I can provide more detail on the location if necessary. The important thing is that if I force the OSMScene::createEntities() function to load the "athena.mesh" model used in the Ogre shadow demo instead of any of my scene meshes, the stencil shadowing works correctly without crashes.
I've tried performing an upgrade on the exported meshes with the OgreMeshUpgrade.exe tool but that didn't seem to have any effect.
Will this be fixed with the transition to Dagon?