Contrary to popular belief, sswifts shadowsystem doesn't consume a lot of time with rendering or copyrect to textures, but the most of the time is used in the "huggin algorithms". I tried to comment out the renderworld and copyrect commands, and the framerate didn't increase remarkably.
It's a nice library, but if you want to use it for 135 individual shadow casters, then - forget about it. Sswifts shadow system will be slowed down by several factors: number of shadow casters, number of lights and size (polycount) of the shadow-receiver(s).
I am using his system in my FPS engine. I have a 15k Tris static Level that is the main Shadow Receiver. I had to work out a solution that will create an invisible copy of the near-camera Tris on the fly from time to time to be "hugged" by the shadowsystem, because the diffrence from 15kTris and 1kTris is about twice the framerate.
If you have 135 Fruits on a small area, you better use 1 or maybe a grid of renders for all of them instead of a render for each fruits shadow.
It's a nice library, but if you want to use it for 135 individual shadow casters, then - forget about it. Sswifts shadow system will be slowed down by several factors: number of shadow casters, number of lights and size (polycount) of the shadow-receiver(s).
I am using his system in my FPS engine. I have a 15k Tris static Level that is the main Shadow Receiver. I had to work out a solution that will create an invisible copy of the near-camera Tris on the fly from time to time to be "hugged" by the shadowsystem, because the diffrence from 15kTris and 1kTris is about twice the framerate.
If you have 135 Fruits on a small area, you better use 1 or maybe a grid of renders for all of them instead of a render for each fruits shadow.