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InsideQC Forums • View topic - Are stencil shadows still usable in FTE?

Are stencil shadows still usable in FTE?

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Are stencil shadows still usable in FTE?

Postby toneddu2000 » Tue Jul 02, 2019 9:37 am

- my first commercial game, made with FTEQW game engine
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Re: Are stencil shadows still usable in FTE?

Postby frag.machine » Tue Jul 02, 2019 3:04 pm

Are stencil shadows part of the OpenGL ? I always believed they were implemented by the game engines, not some kind of built in extension...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Are stencil shadows still usable in FTE?

Postby toneddu2000 » Tue Jul 02, 2019 3:46 pm

yeah, probably you're right, my mistake.
Still no idea why it doesn't work on FTE
- my first commercial game, made with FTEQW game engine
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Re: Are stencil shadows still usable in FTE?

Postby Spike » Tue Jul 02, 2019 10:54 pm

it needs a stencil buffer to be able to use stencil shadows.
this is generally the first thing that gets disabled when context creation would otherwise fail, as its often mutually exclusive with 16bit or 32bit depth buffers, depending on the driver.
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Re: Are stencil shadows still usable in FTE?

Postby toneddu2000 » Wed Jul 03, 2019 7:31 am

ah, I see, thanks Spike. I was trying to revive it to use parallel shadows because, as I pm'd you, unfortunately parallel lights shadowmapping keeps crashing randomly on FTE. Do you think there could be a workaround to use parallel lights (via ORTHOLIGHT) and avoid crashing?
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