I
IronHand
Guest
Ok. I'll explain it here, cause it took only 16 minutes to close my thread without letting me explain my point of view.
There are four basic types of shadow casting techniques (if you don't care - skip it):
1. Shadow volume generation - nice looking (very realistic), but takes a lot of CPU power to compute. Every single polygon casts shadow, that clips every poligon behind (in the line from lightsource).
2. Stencil buffer shadowing - very efective for less lightsources. Scene is rendered from the view of every lightsource with only visibility that counts (no color, no shading). Information about visibility from this rendered plane is vital for determine whether pixel is behing some face or not.
3. Texture shadowing - nice looking (makes soft shadows possible) shadowing technique. Calculating shadow for every polygon and multitexturing is the point here. Not very fast, but worth implementing (take a look at Splinter Cell).
4. Ray tracing - extremely realistic technique. Requires casting rays of light from every lightsource, calculating reflection, etc. Slooow on every machine.
There is smth called energetic method, but it's used in 3D programs, like Softimage, 3DStudio or so only.
Generally methods 1-3 are fakes. Not my fault, sorry. Method 4 is somehow accurate to what happens with light IRL. That's why I called HL2 shadowing method fake.
And one more thing about it - fake means great and not bad in terms of gfx programming algorithms.
Now the answers...
Chris_D: "but what on God's green Earth are you going on about"
I mean, that they (HL2 developers OR level editors) forgot to cast shadow for some objects. Please, before you judge me and compare to some guy from Amazon, read my post carefully. I said, that there is a bug in scene showed in hl2-source.avi. Did you checked it or just answered and killed that thread? Finding a bug doesn't mean, that I don't like your beloved game. I do like it: it's concept, code, graphics... (but I do admit, that I didn't like the physics in HL1).
PvtRyan: "(...)and tell all effects are faked (which is pure bullshit)."
Well... They are, but...
PvtRyan: "And, do we look like we care about this?"
...now I know you don't care. Ok. I'm just keen on tech stuff and thought, that this buggy part is...hmm... nice in some way. But _now_ I know, that I was wrong.
scrayN: "lol what is this idiot blabbing about?"
Forum rules: "there is to be no name calling". Idiot is not my name, scrayN.
chris_D: "Well this thread is going to hell."
And this one probably too...
Nothing more to add. If you (moderators) don't like this thread - don't close it. Delete it. There's no point in this kind of thing (that don't interest you) hanging around here.
And what does "biozeminade" mean???
Best regards
There are four basic types of shadow casting techniques (if you don't care - skip it):
1. Shadow volume generation - nice looking (very realistic), but takes a lot of CPU power to compute. Every single polygon casts shadow, that clips every poligon behind (in the line from lightsource).
2. Stencil buffer shadowing - very efective for less lightsources. Scene is rendered from the view of every lightsource with only visibility that counts (no color, no shading). Information about visibility from this rendered plane is vital for determine whether pixel is behing some face or not.
3. Texture shadowing - nice looking (makes soft shadows possible) shadowing technique. Calculating shadow for every polygon and multitexturing is the point here. Not very fast, but worth implementing (take a look at Splinter Cell).
4. Ray tracing - extremely realistic technique. Requires casting rays of light from every lightsource, calculating reflection, etc. Slooow on every machine.
There is smth called energetic method, but it's used in 3D programs, like Softimage, 3DStudio or so only.
Generally methods 1-3 are fakes. Not my fault, sorry. Method 4 is somehow accurate to what happens with light IRL. That's why I called HL2 shadowing method fake.
And one more thing about it - fake means great and not bad in terms of gfx programming algorithms.
Now the answers...
Chris_D: "but what on God's green Earth are you going on about"
I mean, that they (HL2 developers OR level editors) forgot to cast shadow for some objects. Please, before you judge me and compare to some guy from Amazon, read my post carefully. I said, that there is a bug in scene showed in hl2-source.avi. Did you checked it or just answered and killed that thread? Finding a bug doesn't mean, that I don't like your beloved game. I do like it: it's concept, code, graphics... (but I do admit, that I didn't like the physics in HL1).
PvtRyan: "(...)and tell all effects are faked (which is pure bullshit)."
Well... They are, but...
PvtRyan: "And, do we look like we care about this?"
...now I know you don't care. Ok. I'm just keen on tech stuff and thought, that this buggy part is...hmm... nice in some way. But _now_ I know, that I was wrong.
scrayN: "lol what is this idiot blabbing about?"
Forum rules: "there is to be no name calling". Idiot is not my name, scrayN.
chris_D: "Well this thread is going to hell."
And this one probably too...
Nothing more to add. If you (moderators) don't like this thread - don't close it. Delete it. There's no point in this kind of thing (that don't interest you) hanging around here.
And what does "biozeminade" mean???
Best regards