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FP model rendering behavior


saindd

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Torque prevents the weapon from being rendered through geometry by pushing the model towards the camera. As described here:


http://www.garagegames.com/community/forums/viewthread/121167

https://www.garagegames.com/community/forums/viewthread/131993


But there's another problem, other than that. The 3rd person player model casts shadows into the 1st person model, resulting in a terrible effect. It might be realistic, but it's not what other games and engines have been doing. Is there a way to disable this?

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I don't want to disable shadows being casted form the FP model, but casted from the TP model into the FP one. Open a sample scene and note that the shadows from the upperbody and head of the third-person model are casted into the FP arms and weapon. You can notice this if you tweak with your PSSM configuration, or making the shadow volume more "hard".

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