SpiderPig Posted February 11, 2023 Posted February 11, 2023 I think I may have addressed this before but can't remember... an entity will not cast a shadow if it has a pivot as a parent. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0]); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.0f, 0.0f, 1.0f); camera->SetFov(70); camera->SetRange(0.01f, 1000.0f); camera->SetPosition(0, 1, -3); auto light = CreateDirectionalLight(world); light->SetColor(5.0f); light->SetRotation(35, 45, 0); auto floor = CreateBox(world, 100.0f, 0.1f, 100.0f); auto pivot = CreatePivot(world); auto box = CreateBox(world); box->SetParent(pivot); pivot->SetPosition(0.0f, 2.0f, 0.0f); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer, false); } return 0; } Quote
Solution Josh Posted February 11, 2023 Solution Posted February 11, 2023 Did you enable shadows on the pivot? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
SpiderPig Posted February 11, 2023 Author Posted February 11, 2023 Ah yes, that fixes it. Maybe this should be done by default though? Quote
SpiderPig Posted February 11, 2023 Author Posted February 11, 2023 Actually... why does a parents shadow mode effect it's children's? Quote
Josh Posted February 11, 2023 Posted February 11, 2023 Because the culling iterates through the hierarchy and stops if shadows are disabled. This is the intended behavior. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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