Quote
float _PSGetShadowEffect(uniform bool ShaderModel3, uniform bool NormalLighting, in VERTEX_OUTPUT In)
float3 moments;
if (ShaderModel3)
moments = _PS3GetShadowEffect(In);
else
moments = _PS2GetShadowEffect(In);
bool not_shadowed = moments.z - moments.x < 0.00005;
float3 moments;
if (ShaderModel3)
moments = _PS3GetShadowEffect(In);
else
moments = _PS2GetShadowEffect(In);
bool not_shadowed = moments.z - moments.x < 0.00005;
I am puzzled....quite puzzled. moments is a variable that contains the coordinates of 3 points in space, correct? Or are we using the information "verbatim" from a shapefile etc:
Quote
vertex ( 00000000 42 40 ffffffff ff000000
vertex_uvs ( 1 110 ))
vertex_uvs ( 1 110 ))
So how can a single point in space, unless everything is referenced to a known origin such as (0,0,0) be used to determine the criteria for gating whether a dynamic shadow is to be created or not? Are all points in XNA/OR space, positive values?
If I have it wrong please don't jump all over my head on this one, but please explain exactly how what seems like a single vertex is used to determine anything about the size of a polygon which the vertex in question belongs to?
When I refresh some ancient memory I recall this moment and this moment too. But a single point in space will not help much...???
Thanks so much for your help on this one.