My code would do perhaps two or three RenderWorlds for every update of physics (which included shadows) when running 'ok'. But if the frame rate dropped below the physics update rate then you might get multiple physics updates for each RenderWorld, but dropping below 25 FPS is already becoming unacceptable performance (for my game anyway). I think I even tried only updating shadows every other physics update, so that would be something like one shadow update followed by four or five renderworlds!
If would love to know if I am doing something wrong? If I can find my original test code I might post it/send it?
I would point out that your shadow system worked very well when used with limited casters, recievers and lights - which you have always made very clear in your documentation anyway. I would love to use it as the effect was very nice :o) Would it be possible to build in more approximations to speed up the code with a slight loss in quality/precision?
Rhy Out
If would love to know if I am doing something wrong? If I can find my original test code I might post it/send it?
I would point out that your shadow system worked very well when used with limited casters, recievers and lights - which you have always made very clear in your documentation anyway. I would love to use it as the effect was very nice :o) Would it be possible to build in more approximations to speed up the code with a slight loss in quality/precision?
Rhy Out