[ODE] Using rays to generate a light/shadow map

Shamyl Zakariya shamyl at zakariya.net
Wed Nov 3 15:20:07 MST 2004


Never mind. I caught my mistake. It was stupid, one of those 
do-things-in-a-certain-order-because-it-fixes-other-problems issues.


Shamyl Zakariya
   "this is, after all, one of those movies where people spend a great
   deal of time looking at things and pointing."
	From a review of _Fantastic Voyage_

On Nov 3, 2004, at 3:09 PM, Shamyl Zakariya wrote:

> Outside of this particular use, I've had excellent luck colliding 
> arbitrary rays against trimeshes. Also, when the shadowing does work ( 
> e.g., on the second load ) it looks correct.
>
> So I'm not too worried about the collision accuracy, just the fact 
> that it doesn't work until the game has run once.
>
> On Nov 3, 2004, at 2:00 PM, John Miles wrote:
>
>> Even after you've solved your present difficulties, you still won't 
>> be able
>> to use ODE / OPCODE's rays for anything lighting-related.  They don't
>> collide reliably with triangle edges.
>>
>> -- jm
>>
>>> A peculiar turn of events:
>>>
>>> I did some deeper investigation and was able to determine that my 
>>> code
>>> was at fault, in one way at least. It was generating incorrect x,y
>>> positions on the map for use in casting the rays. So, fine, I fixed 
>>> it.
>>> Now, things get weird.
>>>
>>>
>>
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>
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