Actually, even if we had access to the stencil buffer in Blitz we still couldn't do shadows because there is no way to get the vertex locations in an animated mesh. Thus we could not extrude a volume from one and thus we could not render that volume to the stencil buffer. In addition, because stencil buffers require such low ploygon models, and we lack pixel shaders to do proper dot3 normal mapping, we'd be stuck using very crappy looking low polygon models instead of svery snazzy looking low polygons models like Doom 3.
Neither zbuffer access nor stencil buffer access alone is a magic bullet for fast, great looking shadows.
Neither zbuffer access nor stencil buffer access alone is a magic bullet for fast, great looking shadows.