Ok, it’s working better now, this is vulkan:
I copied the varying specification from the vertex shader to the fragment shader. So now I just need to figure out if we can catch this early, or avoid it happening. Thanks for the report!
Ok, it’s working better now, this is vulkan:
I copied the varying specification from the vertex shader to the fragment shader. So now I just need to figure out if we can catch this early, or avoid it happening. Thanks for the report!
There are some build errors for simple_input.lua
Line 56: registered_node[node] = nil
‘Undefined global registered_node’
These don’t stop it ‘working’ though, so I guess it is no big deal.
(tag: v0.4.0,e8222cd)
yep, should be ‘registered_nodes’, I’ve fixed this typo mistake. Thanks.
I have a small question. How can you make it so that an object can cast a shadow - but the shadow does not fall on it?
normal
i wont use this code for show GO “robot2” to front
render.disable_state(render.STATE_DEPTH_TEST)
render.draw(self.robot1, frustum)
render.draw(self.robot2, frustum)
render.enable_state(render.STATE_DEPTH_TEST)
but shadow continue cast from bihind robot ((
Objects that cast a shadow must have the second tag ‘shadow’ in their material.
Sorting when casting shadows is by Z (in view coordinates), if you introduce your own sorting of objects in the render script in the following, you should take this into account for casting shadows as well.