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Make dynamic shadows load and render correctly - #48

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tomluchowski:shaders-improvementfrom
Rokk001:fix/dynamic-shadows
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Make dynamic shadows load and render correctly#48
Rokk001 wants to merge 4 commits into
tomluchowski:shaders-improvementfrom
Rokk001:fix/dynamic-shadows

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@Rokk001

@Rokk001 Rokk001 commented Sep 5, 2026

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Dynamic shadows could fail while loading shader resources, lose custom shader passes, cover only part of the visible ground or disappear on small creatures.

Change

  • Register the required renderer media in the internal resource group.
  • Preserve custom shader passes with the integrated additive shadow path.
  • Fit shadow coverage to the visible ground and keep receiver, caster and ambient-light behavior consistent across custom and generated materials.
  • Preserve shadows for small creatures.

Coordination

Depends on #47 for the Windows-tested build stack. No matching open issue was found. PRs #41 and #45 touch the same renderer area for separate visual changes, while PR #15 changes the renderer baseline.

Verification

Focused resource, shader-pass, receiver, settings and lighting checks passed during development. The reconstructed stack through #81 completed a clean Windows x64 Release build, and the user accepted the resulting startup and shadow behavior. Other platforms remain unverified.

Review only the shadow changes

@tomluchowski

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Just checked --- it's all nice but creatures most of the time DO NOT cast any shadows and most of the potential surfaces where the shadow should be cast don't show anything -- the shadow simply does not appear. Please try for that example 'Forgotten Treasures' , dig a large room and see how it behaves.... Anyway you are welcome to help in here, please remember you can always show up at our discord channel, it's link is mentioned in several places...

@Rokk001

Rokk001 commented Sep 6, 2026

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Thanks for testing - this PR addresses the crashes, but the missing shadows in your Forgotten Treasures example still need investigation.

@Rokk001

Rokk001 commented Sep 6, 2026

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I've pushed fixes for missing creature shadows and excessive darkening; the Windows build and rendering checks pass, but Forgotten Treasures still needs a manual retest.

Fit integrated shadows to the visible ground, synchronize caster culling, and enable depth-based reception on custom and generated materials. Preserve ambient light and apply the existing light attenuation to direct illumination.

Validation: isolated Windows Release build; 73 receiver cases, 146 settings checks, 60 lighting checks, and instanced-fog and vertical-wall renders. Linux runtime and the original full-map reproduction remain unverified.
@Rokk001
Rokk001 force-pushed the fix/dynamic-shadows branch from 3fc060f to a8a411d Compare September 6, 2026 23:12
@Rokk001 Rokk001 changed the title Fix dynamic-shadow startup and shader-pass crashes Make dynamic shadows load and render correctly Sep 6, 2026
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2 participants