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Re: shadows demo

To: realbasic-games at lists dot realsoftware dot com
Subject: Re: shadows demo
From: "Lars Jensen" <larsjensen at gmail dot com>
Date: Fri, 29 Sep 2006 15:07:56 -0700
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<http://www.strout.net/files/shadows-demo.zip>

I posted this on the NUG but maybe it didn't get seen (and this is
probably a better venue anyway):

1) As far as I can tell, Y = 0 for both shadow and ground triangles. How do you
make sure the shadow is rendered above the ground?

2) In UpdateShadow, what is the purpose of 0.01 in the following:

  if uvs <> nil then
    uvs.U(i) = newx * 0.01
    uvs.V(i) = newz * 0.01
  end if

lj
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From  Fri 29 Sep 2006 16:21:06 -0600
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Date: Fri, 29 Sep 2006 16:21:06 -0600
From: joe at strout dot net
To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
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Subject: Re: shadows demo
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On Sep 29, 2006, at 22:07 UTC, Lars Jensen wrote:

1) As far as I can tell, Y = 0 for both shadow and ground triangles.
How do you
make sure the shadow is rendered above the ground?

Nope, for shadows Y = 1 or something like that.  Look at MakeShadow,
IIRC, or maybe it's the code that calls it (in the Open event).

2) In UpdateShadow, what is the purpose of 0.01 in the following:

   if uvs <> nil then
     uvs.U(i) = newx * 0.01
     uvs.V(i) = newz * 0.01
   end if

Compare it to MakeFloor.  I simply decided that the UV values for the
floor texture is going to be 0.01 times the X and Z values.  This gets
me one copy of the texture for every 100x100-unit patch of floor.  It's
completely arbitrary, and just chosen to make the texture look nice. The important thing is that we do computation here, in UpdateShadow,
that matches how the floor was mapped in MakeFloor.

Cheers,
- Joe

--
Joe Strout -- joe at strout dot net
Verified Express, LLC     "Making the Internet a Better Place"
http://www.verex.com/

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