Thanks Jeron for the comment! :)
Josh, that demo is awsome. Nice job.
One note about the stencil buffer. I forget how to describe it exactly, but it effects the whole screen. That's why there needs to be a light point(s) (ie: light casters ) and light obscurer(s) ( shadow casters ) because the shadow effect ( ie: what you see in americasarmy.com or Tom Clancy's Splinter Cell) effects everything. It's totally different than the flexi mesh thing where you would apply the shadow a little bit above the surface of the mesh type of thing. With stencil buffers, you don't have to worry about how to physically apply the shadow itself to a mesh. Yup, It's hard for me to explain it.
Thanks for the tips on the entity structure.
Josh, that demo is awsome. Nice job.
One note about the stencil buffer. I forget how to describe it exactly, but it effects the whole screen. That's why there needs to be a light point(s) (ie: light casters ) and light obscurer(s) ( shadow casters ) because the shadow effect ( ie: what you see in americasarmy.com or Tom Clancy's Splinter Cell) effects everything. It's totally different than the flexi mesh thing where you would apply the shadow a little bit above the surface of the mesh type of thing. With stencil buffers, you don't have to worry about how to physically apply the shadow itself to a mesh. Yup, It's hard for me to explain it.
Thanks for the tips on the entity structure.