realbasic-games
[Top] [All Lists]

Re: shadows demo

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: shadows demo
From: Ben Lilburne <bnej at mac dot com>
Date: Thu, 28 Sep 2006 14:28:05 +1000
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20060928034213 dot C110F654521 at mail dot verex dot com>
I think some games do it by squashing the object, rendering it to a texture, then filtering the texture with an alpha and drawing that - only problem is you get slight pixellation at the edges of the projected texture as compared to a poly shape.

Plus, I think you can then apply the texture to a non-flat shape....

On 28/09/2006, at 1:42 PM, joe at strout dot net wrote:

There must be a way to use alphas with decent speeds...

It has nothing to do with speed.  Imagine taking your object (a zombie
hunter in this demo) and squashing it flat.  You've now got a LOT of
overlapping triangles in most places, and only a few overlapping
triangles in other places.  Overlapping translucent triangles blend
together; two semi-transparent panes of glass look darker than one, and
three look darker than two, etc.  So your shadow wouldn't be a uniform
darkness, as it should be, but instead would be a crazy hodgepodge of
different darknesses.  That's why we can't use alpha.

_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>


<Prev in Thread] Current Thread [Next in Thread>