Mark.. Blitz's Z-buffer accessible, but...

Blitz3D Forums/Blitz3D Programming/Mark.. Blitz's Z-buffer accessible, but...

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"BTW, do you provide in your lib any mean to associate a low-poly version of the shadow casting meshes?"
"Even if you don't render them (for shadows) each frame, it would be better with a low poly version."

I don't understand what you mean.

Even if you don't render them (the low poly mesh) (for shadows) each frame it would be better with low poly mesh?

Huh?



I presume you are asking if you can cast a shadow from a low poly version of the mesh instead of casting the shadow from the high poly mesh.

The answer to that is yes. You can hide a mesh and still cast a shadow from it. So you can have a visible high poly mesh that does not cast shadows, and an invisible low poly mesh that moves with it that casts shadows which then will appear to be originating from the high poly mesh.

I'm not really sure how much of a speed benefit you would gain from this, but I suppose if your shadow casting meshes were very high polygon you might get some benefit.