Hi another time,

thinking more about casting shadows of particle systems: The particle renderer don't manipulates the depth buffer at all. (It also don't read it, see attached composition: rotate the sprite and you will see that particles don't "hide" behind the sprite). Due to this fact the particle renderer can't change the depth buffer in the shadow map. Which makes me wonder how it can effect the shadow anyways?

Achim Breidenbach
Boinx Software

Attachment: Particle Depthbuffer.qtz
Description: application/quartzcomposer


On 17.09.2010, at 03:14, George Toledo wrote:

One thing that I've noted about the shadow option on the lighting patch is that if one has an image with "alpha black" rendering to a sprite, and places the sprite to "over" blend mode, the shadow that is cast is still a square. This has led me to think, up until now, that there is nothing going on that could make the shadow engine cast the "shape" of the image. So, "Hell World" from an image with string patch to a sprite would always cast a shadow that is "square".

I happened to notice today that though the actual particles in a particle system render in a way that "doesn't look right", that the actual shadow cast seems to "pay mind" to the image I'm feeding it! This, to me, is amazing. If this is a scenario where it is possible to get this kind of function with something like image with string to Sprite, when using Over blend mode, it would be great. In testing that with the particle system, I don't seem to get any real useful results, but simple shapes like this circle seem to work fine.

Please note that when particles render, the shadow that is cast is circular, but when the sprite renders, the shadow that is cast is square.

Is this a step or so away from working? Worth filing a bug?

--
George Toledo

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