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Author Topic: 3D geometry with stencil shadows equals walk-behind?  (Read 3141 times)

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Cobus

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3D geometry with stencil shadows equals walk-behind?
« on: September 16, 2008, 04:08:06 PM »

Hi there, I'm a total Wintermute noob. Just so everyone knows.

So, working up to my question, here's two scenarios:
1. 3D geometry, with shadow objects BUT shadows are set to "flat", which gives me this:


2. 3D geometry, with shadow objects BUT shadows are set to "stencil", which gives me this:


Question is: Does this mean Wintermute recognizes Walk-Behind regions from 3D geometry? I'm loving this, I'm just not sure whether it's a supported feature.
Am I totally missing something, or is Wintermute just cool beyond words in general?

« Last Edit: September 16, 2008, 04:21:05 PM by Cobus »
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Mnemonic

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Re: 3D geometry with stencil shadows equals walk-behind?
« Reply #1 on: September 16, 2008, 06:26:13 PM »

Yes, it's like that. Because the shadows are mapped onto the hidden geometry, the geometry needs to be rendered into scene and this is the result. It's kind of a side effect really, I'd prefer if it wasn't the case to be consistent with the other shadow modes...
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Cobus

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Re: 3D geometry with stencil shadows equals walk-behind?
« Reply #2 on: September 17, 2008, 06:40:01 AM »

Ah...Would you mind terribly keeping this side-effect around forever and ever? Seriously though, I think this as a standard feature would rock.
For instance, an option for "Generate walk-behind areas from hidden geometry (requires stencil shadows)" sort of thing?
« Last Edit: September 17, 2008, 06:41:45 AM by Cobus »
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