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Enable colored shadows?

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Thanks, I have been using this tutorial as a reference, and had a look a the LUA code for the diretional light in the editor and there is a SHADOW_COLOR mode with a value of 8, I dont think this in in the C# dll.

 

Tutorial

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Yes it seems to me that the headers currently miss the "Color" in the Leadwerks.ShadowMode enum, but I think it should work if you use it in a SBX.

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Hi, I tried the new dll and get this error?

 

Light sun = new Light.Directional();
sun.Rotation = 45;
sun.Rotation.Y = 120;
sun.ShadowmapSize = 2048;
sun.ShadowMode = ShadowMode.Color;

 

PInvokeStackImbalance was detected

Message: A call to PInvoke function 'Leadwerks!Leadwerks.Core::EntityShadowMode' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature.

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I assumed it was a value of 8 but did not test. I'll try to look into this tonight.

(Tyler, if you read this, please work on the callbacks and picks.)

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Been pretty caught up in school guys, sorry about that.

 

Umm, there was a standing issue with the shadow color modes because the engine.dll that we compiled against was not 2.4, therefore the shadow color stuff will not work until we copy our code base onto the 2.4 engine source.

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...until we copy our code base onto the 2.4 engine source.

Is realistic that your new custom engine and official engine sources will be "merged" in the next future before LE3?

 

I ask this because I have a few projects on the table which I would like to work on and personally I'm not so convinced to want to rely on unofficial version of the engine (one thing is a wrapper, another is a custom lib). My other solution if I don't want to wait for LE3 (and its I hope finally managed code or official wrapper) is to use (and update if needed) the old 1.32 headers.

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Is realistic that your new custom engine and official engine sources will be "merged" in the next future before LE3?

 

I ask this because I have a few projects on the table which I would like to work on and personally I'm not so convinced to want to rely on unofficial version of the engine (one thing is a wrapper, another is a custom lib). My other solution if I don't want to wait for LE3 (and its I hope finally managed code or official wrapper) is to use (and update if needed) the old 1.32 headers.

I don't know for Tyler, I intend to provide support for .NET in LE3. Besides, you can use our DLL in any language too - only it won't be wrapped.

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It really isn't hard for us to maintain our custom lib against the official versions of the engine. It is only about 1 hour of work per update since Josh will most likely not be adding any new features.

 

The only thing is that it requires some Blitzmax source files for Lua functions and some modules that we don't have access to.

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I think you can get everything you need for the C# headers from the C headers? I agreed earlier with ZioRed to send him always all changes to the C headers, so he gets an impulse to update the C# headers when the C headers are ready.

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