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Shadowing

Ravyn Christensen
SecondLife Addict
Join date: 30 Dec 2005
Posts: 69
11-01-2006 17:25
Light travels through walls, its screwy looking. How about giving us shadows? Thats something that should have came with light enabling. Thanks!
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
11-01-2006 20:05
i suggest you document yourself about the lighting systems used in 3D, what we have basically is a lighting system that use a fairly basic model and that wrk better than the older local lights we had wich where putting the client to a crawl.

there is nothing like shadows in sl, they need fairly more complex light models , like shadow volumes or raycasting.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
11-01-2006 20:57
From: Kyrah Abattoir
or raycasting.


Mmm.....raytraced lights....mmmllaaa.....0.00002 frames per second......with shadows.....
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
11-02-2006 02:49
From: Draco18s Majestic
Mmm.....raytraced lights....mmmllaaa.....0.00002 frames per second......with shadows.....


i never said it was a time efficient way
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apez http://tinyurl.com/yfm9d5b
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slapt http://tinyurl.com/yfqah9u
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
11-02-2006 06:09
Would be a lovely option for snapshots where frame-rate doesn't matter, would be an awful option for everything else.
Do they not have shadows generated by the shader system, I never really heard more about that, and never really followed it to be honest since it's not available for the Mac client and probably never, that's what "coming shortly after" or "coming soon" amounts to these days :(
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
11-03-2006 14:49
From: Kyrah Abattoir
i never said it was a time efficient way


Then don't suggest it for SL where time efficient rendering matters.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
11-03-2006 21:49
From: Draco18s Majestic
Then don't suggest it for SL where time efficient rendering matters.


anyway, since in SL building isn't yet as efficient polygon wise as csg brushs even shadow volumes aren't an option an we can't use qrad style lightmaps since the sun move over time.
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tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u