#gemrb@irc.freenode.net logs for 6 Jan 2010 (GMT)

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[09:44:24] <edheldil> hello
[09:52:06] <Nomad010> hello
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[15:53:26] <qubodup> hello
[15:54:17] <edheldil> hi
[15:54:57] <Nomad010> hello
[15:55:26] <qubodup> would any of you know how the shadows are implemented in the gemrb engine?
[15:56:57] <fuzzie> I think they're all just sprites? What in particular are you wondering about?
[16:00:08] <qubodup> I'm wondering about the general implementation, how hard it is to
[16:00:52] <qubodup> for example if they're just sprites, what happens when an object is next to a character and the character is not supposed to have his shadow fall on it
[16:01:41] <qubodup> parpg (parpg.net) currently has no shadows and I'm wondering whether or not it might be worth for them tackeling that issue right now or after the first release
[16:03:07] <Nomad010> qubodup: i believe the shadows are alpha blitted
[16:05:08] <fuzzie> I can't see that there's any particular magic in gemrb, other than the drawing order, and since so much in gemrb is pre-rendered with polygons then I'm not sure how useful it would be to FIFE. but wjp would be the one to ask, maybe.
[16:06:38] <lynxlynxlynx> you also just missed barra when you came
[16:07:38] <Nomad010> qubodup: what are you using for your rendering?
[16:09:20] <wjp> the sprites contain colourkeyed shadows
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[16:33:25] <qubodup> Nomad010: opengl (if that's what you mean)
[16:33:58] <qubodup> Nomad010: if you mean the sprites, I think blender is used
[16:34:16] <Nomad010> qubodup: ya i meant opengl
[16:35:19] <Nomad010> qubodup: what kind of shadows are you looking for?
[16:38:19] <qubodup> Nomad010: character shadows on the ground
[16:39:00] <Nomad010> and what kind of lighting?
[16:39:31] <qubodup> I don't know but I think 'from above' would be the most reasonable approach
[16:40:08] <qubodup> straight above/sun's zenith.. so the shadow is the smallest possible
[16:40:36] <qubodup> it seems to be the way they did it in fallout for example
[16:40:53] <wjp> also in the infinity games
[16:41:00] <wjp> character shadows are extremely short
[16:44:05] <Nomad010> there are a whole bunch of techniques for shadows, each with varying difficulty and resource use
[16:53:39] <qubodup> obviously a non-trivial problem
[16:54:43] <Nomad010> ya
[16:54:44] <Nomad010> cheers
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