Ogre - Turning off shadow casting for individual objects.
Posted: Sun Jan 22, 2017 10:19 am
Undocumented EntityRenderMode mode for disabling shadow casting per entity!
Almost wrote a feature request when I discovered that the WorldShadows Type: #PB_Shadow_None also a mode for EntityRenderMode so EntityRenderMode(1, #PB_Shadow_None) turns off the shadow casting for entity one. Works both with stencil and texture shadow.
The entity still receives shadow cast by other objects/meshes in the 3D world and that can cause some visual glitches in certain situations so that's something to look out for but it gives an extra level of flexibility with shadows and in certain situation it's absolutely necessary to be able to turn off shadow casting for an individual mesh. So I'm really glad this feature is in already too bad it wasn't documented. Did you guys know about that this was already in PureBasic?
Fun fact! As far as I know the first PureBasic version that had shadow support in it was V4.00! As soon as shadow functions were implemented the EntityRenderMode immediately got the mode #PB_Shadow_None along with #PB_Entity_CastShadow...back in 2006...but never got documented.
Almost wrote a feature request when I discovered that the WorldShadows Type: #PB_Shadow_None also a mode for EntityRenderMode so EntityRenderMode(1, #PB_Shadow_None) turns off the shadow casting for entity one. Works both with stencil and texture shadow.
The entity still receives shadow cast by other objects/meshes in the 3D world and that can cause some visual glitches in certain situations so that's something to look out for but it gives an extra level of flexibility with shadows and in certain situation it's absolutely necessary to be able to turn off shadow casting for an individual mesh. So I'm really glad this feature is in already too bad it wasn't documented. Did you guys know about that this was already in PureBasic?
Fun fact! As far as I know the first PureBasic version that had shadow support in it was V4.00! As soon as shadow functions were implemented the EntityRenderMode immediately got the mode #PB_Shadow_None along with #PB_Entity_CastShadow...back in 2006...but never got documented.