Some shadow errors from Irrlicht ( SVN 4021 )

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!

Some shadow errors from Irrlicht ( SVN 4021 )

Postby ScreenOfDeath » Sat Dec 24, 2011 9:57 am

Hi,

I have some questions.



I know that the SVN builds are maybe buggy or incomplete or something else.
But should work the shadows correctly?
In the examples works the shadows only if I´m using the OpenGL Renderer -
if I´m using Direct 9 it doesent work.

( BUT !!! There are always a smaller shadow visible, which shouldn´t be there !!! )


I have a ASUS G73 Laptop - with a ATI 5870 , an I7-720QM and 8gb Ram.
Windows 7 64bit - with all updates / newest drivers
( Fast enough to play crysis 2 etc... :-) )

And, If im using my mesh ( Bombmerman ) which i built in blender and exported in *.x or something else,
the shadow has a bad behaiviour. The shadow is always to big, wrong direction and, there is a smaller shadow
- easy to see when I´m moving my camera. There are always some shadow lines which should be there.


I will upload a video to show you this.Look here: http://hotfile.com/dl/138362990/c0a6de1/Video1.7z.html

- The video is in a compressed 7zip file - its full hd and runs 2.45 minutes - so the size is 24.21mb - sorry! -


( This is a part of my game - its absoultly uncomplete - so, not even alpha state. )

But, if I use the dwarf.x mesh from the example, it works almost correctly.
( The smaller shadow is visible - in the examples too !! )

( And yes, I called ->setMaterialFlag(EMF_NORMALIZE_NORMALS,true); for each mesh which I scaled )

Is this a bug in the current SVN?

What do you thinking about it?




Best regards,

Christoph
I´m from germany ^^ So, if you find some errors , you can keep it!
User avatar
ScreenOfDeath
 
Posts: 21
Joined: Thu Dec 22, 2011 11:16 am
Location: Germany - NRW

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby Mel » Sat Dec 24, 2011 11:20 am

The shadow volume code from the SVN is still buggy and has to be corrected. For the time being, try to program a shadow mapping routine, as it will give less problems than the shadow volume, if it is posible for your project.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
User avatar
Mel
Competition winner
 
Posts: 2291
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby ScreenOfDeath » Sat Dec 24, 2011 11:24 am

Hi,

thank you for your reply.

I know that the SVN codes are very buggy, but so buggy.. hm. It seems that nothing change since 4021 - for a few days :(

I dont want to use the shadows yet, it was only for testing reasons.
( But it fails, and there wasn´t many changes in the SVN last time, so I reported it. Maybe someone will fix it soon )
I´m from germany ^^ So, if you find some errors , you can keep it!
User avatar
ScreenOfDeath
 
Posts: 21
Joined: Thu Dec 22, 2011 11:16 am
Location: Germany - NRW

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby ScreenOfDeath » Sat Dec 24, 2011 11:59 am

Hi,

someone complainted about the video.

I´m offering my help in another thread, and he thinks that my game doesen´t seem good and glitchy.

I only want to show you the shadow bug!

I´ve disabled and changed ( almost ) everything, because I didn´t want to show you my game yet. ( The interesting things )

As you can see in the video, after I switched to OpenGL - the shadows works better, but not perfect.

There are no "black spaces" where the mesh is absolutly invisible.

- And yes, I really want to explain you: My game doesn´t have these glitchs, its from Irrlicht.
I think, he doesn´t see the different...
I´m from germany ^^ So, if you find some errors , you can keep it!
User avatar
ScreenOfDeath
 
Posts: 21
Joined: Thu Dec 22, 2011 11:16 am
Location: Germany - NRW

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby serengeor » Sat Dec 24, 2011 2:14 pm

ScreenOfDeath wrote:I´m offering my help in another thread, and he thinks that my game doesen´t seem good and glitchy.

I only want to show you the shadow bug!

Then why did you say it's your game if it shows nothing from the actual game?
If you wan't to join a team you have to show the real deal or wait for the worst. No one with real intents to gather a team for a good project would accept someone that made a video of a bug (that existed for quite some time afaik).
Working on game: Marrbles (Currently stopped).
User avatar
serengeor
 
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby ScreenOfDeath » Sat Dec 24, 2011 3:36 pm

Hi,

yes you are right. Thank you for your advice.

Maybe I shall show a better video of my game.

-----
But - it doesn´t matter where I´m trying to help code, ( because I´m also not a pro ),
I want to help somebody or a small team which needs help - so not a professional developement team or something.
( And, I´m sure that nobody wants me by showing only my shadow bug video :-) )


Maybe I did all wrong.

I think nobody wants / need my help so I shall stop this.

I can help a lot of people if I write a tutorial or uploading my "GameEngine" , which
includes Irrlicht + PhysX - and I will include IrrKlang - which can be used for everything.

Also, that hasn´t a limitation, because its not a wrapper.

Is this the best solution serengeor?




I think this is the best way, isn´t it?
I´m from germany ^^ So, if you find some errors , you can keep it!
User avatar
ScreenOfDeath
 
Posts: 21
Joined: Thu Dec 22, 2011 11:16 am
Location: Germany - NRW

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby ScreenOfDeath » Tue Dec 27, 2011 9:43 am

Hi

I tried the current irrlicht 1.7x for "fixing" the shadowbugs in the
other thread. But it doesnt fix it. There are the same errors
like in the SVN builds.

So do you have similar errors? Or is it win7 64bit - because I used the 32bit irrlicht libs.
When I have more time, I will try it with the 64bit libs.
But I have to integrate PhysX 3.2x beta. - which is almost completed.

Best regards,

Christoph
I´m from germany ^^ So, if you find some errors , you can keep it!
User avatar
ScreenOfDeath
 
Posts: 21
Joined: Thu Dec 22, 2011 11:16 am
Location: Germany - NRW

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby Sudi » Tue Dec 27, 2011 10:00 am

Well the fact that the dwarf mesh works fine makes me think if the shadow volume code has some trouble with your mesh...which is odd anyhow read up on shadowmapping. it looks much nicer and with your hardware its no problem at all. Its what all modern games do today.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
User avatar
Sudi
 
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Re: Some shadow errors from Irrlicht ( SVN 4021 )

Postby ScreenOfDeath » Tue Dec 27, 2011 4:06 pm

Hi,

update:

In the example 8 - SpecialFX which used the dwarf modell, it works almost correct.

I used the DirectX9 driver- and it works correctly - no small shadow.

If I use the openGl driver, it works almost correctly, but the "very small" shadow is also visible. <- So, there must be a bug in the openGL driver, I guess.

And, my mesh is maybe a litte bit broken - so the shadows can´t be calculated well. <- I dont know how to fix that, but I dont care..
I´m from germany ^^ So, if you find some errors , you can keep it!
User avatar
ScreenOfDeath
 
Posts: 21
Joined: Thu Dec 22, 2011 11:16 am
Location: Germany - NRW


Return to Advanced Help

Who is online

Users browsing this forum: No registered users and 1 guest