Hello again!
When I use modulative shadows then camerarange() is ignored. Is there something I can do, or do I have missed something?
I dont want to choose between shadows and camera range.
/Mikael
Camera range
Re: Camera range
Issue example:
/Mikael
Code: Select all
InitEngine3D()
InitSprite()
InitKeyboard()
winID = OpenWindow(#PB_Any, 0, 0, 1024, 768, "Test")
OpenWindowedScreen(WindowID(winID), 0, 0, 1024, 768)
WorldShadows(#PB_Shadow_Modulative, -1, #Gray)
CreateCube(1, 0.5)
CreateEntity(1,MeshID(1), #PB_Material_None)
CreatePlane(0,50,50,50,50,50,50)
CreateEntity(0,MeshID(0),#PB_Material_None)
For i = 0 To 70
CopyEntity(1, 2 + i)
MoveEntity(2 + i, 0, 0, -i + 2, 1)
Next
CreateCamera(1, 0, 0, 100, 100)
MoveCamera(1, 0, 2, -3)
CameraRange(1, 0, 10) ; <-- kaputt when using #PB_Shadow_Modulative =(
CreateLight(1, #White)
MoveLight(1, 5, 10, -10)
LightAttenuation(1, 200, 0.99)
Repeat
ExamineKeyboard()
RenderWorld()
Delay(1)
Until KeyboardPushed(#PB_Key_Escape) Or WindowEvent() = #PB_Event_CloseWindow
Re: Camera range
the same for me CameraRange does not work with shadow
this is reported here:
https://www.purebasic.fr/english/viewtopic.php?t=59876
this is reported here:
https://www.purebasic.fr/english/viewtopic.php?t=59876
Re: Camera range
the above example should have FlipBuffers() after RenderWorld()
else nothing will display if we choose opengl as a subsystem
what works is:
#PB_Shadow_TextureAdditive and #PB_Shadow_TextureModulative
else nothing will display if we choose opengl as a subsystem
what works is:
#PB_Shadow_TextureAdditive and #PB_Shadow_TextureModulative
Re: Camera range
I don't get it to work so I check how far entitys are from the player instead. Not the best but it will work for me.
Thanks
Thanks