Yeah, I've had a look at some shadow stuff in the archives but I don't think the methods are suitable for my situation. I need speed over quality. (Fredborg: I don't think your code is working on my machine because I just get a mass of swirling black and grey blobs. It's probably my old GeForce 256, on this machine. I'll have a look at the code and try and see what method you're using. Thanks.)
I just require simple 'blob' shadows to show directly underneath stuff as a visual aid to tell where stuff is in 3D-space. I'm simply converting entity coords into texture coords and using Oval to draw a blob at that point. I guess this is the method I'm going to have to stick with - they just look a bit blocky.
Ah, I did think it might not be suitable for my needs. Oh, well.
I'm actually using this method for something else in my game and find that I need to offset stuff by as much as .01 to stop z-fighting. I was a bit surprised that it needed to be this much, frankly.
I just require simple 'blob' shadows to show directly underneath stuff as a visual aid to tell where stuff is in 3D-space. I'm simply converting entity coords into texture coords and using Oval to draw a blob at that point. I guess this is the method I'm going to have to stick with - they just look a bit blocky.
It's a nice library, but if you want to use it for 135 individual shadow casters, then - forget about it.
Ah, I did think it might not be suitable for my needs. Oh, well.
You mean you place the polygons slighltly above the surface? Won't that go wrong at a distance?
I'm actually using this method for something else in my game and find that I need to offset stuff by as much as .01 to stop z-fighting. I was a bit surprised that it needed to be this much, frankly.