Texture shadows not appearing in scene.

Julezz

04-12-2007 02:48:25

I'm using 3DSMax 9 SP2 and am trying to export a scene using oFusion 1.8.6. However, texture shadows refuse to show while stencil shadows have no problem rendering in-game. I've set all the shadows casters and shadow receivers properly so I don't think it's because of that. I got them to work once but there was a camera problem and when I fixed the camera problem they were gone again. Any ideas on what I should do to get them back?

This is from my Ogre.log

15:56:08: D3D9 : Loading 2D Texture, image name : 'TEST15.dds' with 5 mip map levels
15:56:08: Creating viewport on target 'OGRE Render Window', rendering from camera 'FirstCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
15:56:08: ********************************
15:56:08: ** oSceneLoader: Scene loaded **
15:56:08: ********************************
15:56:08: *** Initializing OIS ***
15:56:08: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
15:56:08: WARNING: Texture instance 'Ogre/ShadowTexture0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
15:56:08: Creating viewport on target 'rtt/100195968', rendering from camera 'Ogre/ShadowTexture0Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
15:56:28: Unregistering ResourceManager for type BspLevel

Lioric

04-12-2007 15:13:39

What was that camera issue?

What Ogre engine are you using?

Julezz

04-12-2007 21:21:48

I'm using Ogre 1.4.5

Scratch the part about the camera problem being fixed :( I thought it was but it is messing up again. Basically, it renders from the camera I want to use but goes back and forth with a still view from a different location resulting in a lot of flickering between two different views, one I can move around with and the other that is stationary.

Also, I'm not a coder so I pretty much copied and pasted stuff from the osmsceneloader demo to get my scene loaded into Ogre. Simple explanations and answers will be appreciated. :)

Julezz

04-12-2007 21:35:43

Ooh and here's a screenshot

Lioric

07-12-2007 15:26:30

It seems you have modified the camera selector in the frame listener (frameStarted event, probably you removed the keyboard query that reviews if the 'c' key was pressed, when updating to a different Ogre version)

Set a breakpoint in the frame listener and do a step debug, it will show you why the "setCamera" method is being called every frame