Without using WorldShadows(), the program works fine.
When I use this ...
Code: Select all
WorldShadows(#PB_Shadow_Additive, 10000, $202020)
or
WorldShadows(#PB_Shadow_Modulative, -1, RGB(255, 0, 0))
I use WIN 10 - PB5.71B1x64
marc
Code: Select all
WorldShadows(#PB_Shadow_Additive, 10000, $202020)
or
WorldShadows(#PB_Shadow_Modulative, -1, RGB(255, 0, 0))
Hmm, sounds like you are exceeding the limit. The PB team could change the buffers to 32 bit internally. It should solve the crashing. The problem would be that stencil shadows aren't meant for high poly meshes. Performance wise you'll be getting major slowdowns the larger the mesh.marc_256 wrote: When I test the PB examples, they works very well ...
And with my robot meshes noting is working.
And yes, all my meshes of the robot are very high poly entity's ...
So, thank you, now I know why PB is not working at all.
Is this a OGRE problem or a PB problem ?
And can this be updated ?
So yes, need 32 bits ...The PB team could change the buffers to 32 bit internally.
Well it's similar - especially in terms of how confusing and difficult it can be to get materials to look realdo you mean I need to learn OpenGL to use the OpenGL gadget ?
That might be a bit overkill. 32 bit buffers alone would increase the count from 65536 to 4294967296 per entity.IdeasVacuum wrote: ....and 64bit buffers on 64bit OS?
Samuel wrote:That might be a bit overkill. 32 bit buffers alone would increase the count from 65536 to 4294967296 per entity.IdeasVacuum wrote: ....and 64bit buffers on 64bit OS?
@marc_256
Did you model those entities using an external software like blender? If you have the xml exports of them you can manually change the use32bitindexes="false" to "true". That might solve the stencil shadow issues you are having.
With my custom exporter I've imported meshes into PB/OGRE that had a couple hundred thousand polys. I don't remember if I ever tried them with stencil shadows though.