No, I meant textured shadows. I just checked the time it uses without rendering and copyrectangles and I saw that it's using the most of the time for other things, like parsing the receivers Polygons and caculate normals etc.
Fortunately it was pretty easy to clone the surrounding part of the level geometry and let your system parse it instead of the entire level mesh.
Btw. I had some problems with the Falloff parameters. It seems this is (receiver-)Vertex-based. With big Triangles this may produce artifacts. Isn't there a way to simply use the distance from the light to the shadow quad to set the opaqueness of the shadow quad, using the same tone for all 4 vertices of the quad?
Fortunately it was pretty easy to clone the surrounding part of the level geometry and let your system parse it instead of the entire level mesh.
Btw. I had some problems with the Falloff parameters. It seems this is (receiver-)Vertex-based. With big Triangles this may produce artifacts. Isn't there a way to simply use the distance from the light to the shadow quad to set the opaqueness of the shadow quad, using the same tone for all 4 vertices of the quad?