dpJudas wrote:I wouldn't implement this in the engine using what Nash's implementation is doing. Mostly because I'd want to draw all the shadow sprites first, then the sprites. I would implement that simply by iterating through the sprite list twice - and then have some flag indicating if a sprite should be excluded from drawing a shadow.
dpJudas wrote:I never disapproved more fancy shadows. I just didn't agree to coding it, that's all.
dpJudas wrote:I wouldn't implement this in the engine using what Nash's implementation is doing. Mostly because I'd want to draw all the shadow sprites first, then the sprites. I would implement that simply by iterating through the sprite list twice - and then have some flag indicating if a sprite should be excluded from drawing a shadow.
Nash wrote:dpJudas wrote:I wouldn't implement this in the engine using what Nash's implementation is doing. Mostly because I'd want to draw all the shadow sprites first, then the sprites. I would implement that simply by iterating through the sprite list twice - and then have some flag indicating if a sprite should be excluded from drawing a shadow.
Bingo. And this was exactly what I had in mind when I mentioned the C++ stuff in my other post - I just wasn't technically proficient enough to convey my thoughts into technically correct words.
And It's also for this reason which was why I was sorta "meh" on the idea of it being an engine feature, even waaaaay back when I first released this. This was more of a quick proof of concept (if anyone remembers that thread - this was made as a direct response to another user asking how to do it in DECORATE, to which I replied it's hard, but ZScript will make it easier... yadda yadda yadda)
And dpJudas - completely understood on what your reply really meant.It's still a cool idea though (shadowmapped sprites), even if it's just mere conversation at this point!
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