Hello,
I want to show you a sample of my (just started) engine 'ExKalibur' : http://esotech.free.fr/pub/ExKalibur_v0.18beta.zip
edit : new version : http://esotech.free.fr/pub/ExKalibur_v0.19.zip
It feature a Stencil Shadow rendering path (on a 3DS model).
I use the depth pass approach with the constraint "Stencil!=0 => Pixel is shadowed".
The algo is far to the perfection; I have many subtle problems with it :
1- If a model isn't correctly closed (see the Teapot in the sample), I don't get a correct shadow. I know I should fix (at the loading) that type of models, but I haven't had time for that (and it is a low priority TODO
)
2- Circles have very jagged shadows. I'm not sure if it is a concequence of the Stencil Shadow method...
3- Boxes's shadows change brutally when the light go from one face to another. I think it is 'normal' (due to the algo used to define lighted/shadowed faces). What is less normal, is the fact that those shadows are progressively distorted four times per round (one per face).
I can't find why...
4- Shadowed areas aren't always correctly shadowed
There is probably others visual bugs and they are certainly linked...
If you can help me...
Hum, on side note, all open source samples (and most docs) I have found on Stencil Shadow use OpenGL (and I use DirectX 9). It really doesn't help
I want to show you a sample of my (just started) engine 'ExKalibur' : http://esotech.free.fr/pub/ExKalibur_v0.18beta.zip
edit : new version : http://esotech.free.fr/pub/ExKalibur_v0.19.zip
It feature a Stencil Shadow rendering path (on a 3DS model).
I use the depth pass approach with the constraint "Stencil!=0 => Pixel is shadowed".
The algo is far to the perfection; I have many subtle problems with it :
1- If a model isn't correctly closed (see the Teapot in the sample), I don't get a correct shadow. I know I should fix (at the loading) that type of models, but I haven't had time for that (and it is a low priority TODO
2- Circles have very jagged shadows. I'm not sure if it is a concequence of the Stencil Shadow method...
3- Boxes's shadows change brutally when the light go from one face to another. I think it is 'normal' (due to the algo used to define lighted/shadowed faces). What is less normal, is the fact that those shadows are progressively distorted four times per round (one per face).
I can't find why...
4- Shadowed areas aren't always correctly shadowed
There is probably others visual bugs and they are certainly linked...
If you can help me...
Hum, on side note, all open source samples (and most docs) I have found on Stencil Shadow use OpenGL (and I use DirectX 9). It really doesn't help