Why aren't these dynamic shadows UV-mapping right?

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"Once ive optimised this a bit, it should do everything ive seen SSwifts stuff do."


I wouldn't be so sure of that. :-)

Post a demo with the cube casting a shadow onto a sphere which is lit by a light source.

If your method is like Halo's then you're porbably wasting a lot of texture space on your shadows. Halo's method seems to create one texture per receiver. How will you shadow objects in a level like that?

Also my system has a lot of speed optimizations, soft shadows, and shadows fall off nicely at the edges of objects.