A really easy way to do real-time shadows that is applicable for actual game use

Blitz3D Forums/Blitz3D Programming/A really easy way to do real-time shadows that is applicable for actual game use

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"you really should look at doing a coarse sphere test and then a less coarse sphere-to-cone test before (or even instead of) doing any frustrum-plane tests."

That's just what I was discussing. I already test entire entities with a sphere test, but to test individiual triangles that way, as I just described, would actually be quite a bit MORE expensive than just skipping to the plane test, as un-intuitive as that may seem.