Yes, it's possible you will get artifacts on some video cards with non power of 2 textures. But most modern video cards, the ones which can handle the kinds of scenes you'd be using for shadows in anyhow, can do non power of 2 textures. Anyhow the artifacts aren't really gonna be noticeable with the textures moving around so fast.
But I still don't see why 256x256 and 128x128 and 64x64 aren't adequate enough. I don't think anyone's gonna notice that the textures are of slightly diffrent resolutions on objects which are somewhere between those sizes.
"Yep. You are better off changing the EntityColor or, if you have lots of spare processing, the vertex colors, to cast 'shadows' onto animated meshes."
I can see changing the entity color to make an entity darker when it passes into a dark area, but you can't get the changing locations of vertices in an animated mesh, so accessing them in pointless. Of course, as some have pointed out, if you use boned meshes you can transform the vertices by the bone, but that would be so incredibly slow it wouldn't be worth it.
Ps:
I got the falloff working pretty well now, but I'm getting strange results in that the falloff I specify has to be like 2-4x that of Blitz's to match the light sources in my test scene, so I'm gonna have to wait till Mark gets back to me on my questions about what the lighting equations in Blitz are before I am happy with the implementation.
But I still don't see why 256x256 and 128x128 and 64x64 aren't adequate enough. I don't think anyone's gonna notice that the textures are of slightly diffrent resolutions on objects which are somewhere between those sizes.
"Yep. You are better off changing the EntityColor or, if you have lots of spare processing, the vertex colors, to cast 'shadows' onto animated meshes."
I can see changing the entity color to make an entity darker when it passes into a dark area, but you can't get the changing locations of vertices in an animated mesh, so accessing them in pointless. Of course, as some have pointed out, if you use boned meshes you can transform the vertices by the bone, but that would be so incredibly slow it wouldn't be worth it.
Ps:
I got the falloff working pretty well now, but I'm getting strange results in that the falloff I specify has to be like 2-4x that of Blitz's to match the light sources in my test scene, so I'm gonna have to wait till Mark gets back to me on my questions about what the lighting equations in Blitz are before I am happy with the implementation.