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

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Ah.

Yes, there is an error threshold, so the shadow maps do not get rendered every frame. However, this only applies to objects which are not animating. (By animating I mean an animated boned mesh) I have not yet implemented a way to have a threshold for animated meshes. For optimal results one would have to set a custom threshhold for each animated mesh, but even that is not the most idea solution because you could desire a large threshhold for portions of an animation which don't move much, and a small threshold for those which move a lot, like when one swings an arm.

I suppose then the ideal solution would be animation thrresholds which one could specify per mesh, and a function to change the animtion threshhold of an object which is already casting shadows. Then at least you could have one threashold for the standing idle animation and then change it when the character is walking and change it again when he breaks into a run.

Of course right now you can't even cast shadows from MD2's and semgented 3D model animations require multiple shadows. That being the case boned B3D models are the ideal choice for animated models, and as such if it were possible to determine which children of a model were boned then it might be possible to algorithmically determine the best threshold to use.

Hm...