sswift shadow system Q

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Shattered:

My system uses a hybrid light source that behaves like an omni light.

Basically, I point the light's camera at each object, and render a texture. Then I project that texture onto the surfaces behind the object.

So it is as if each light is actually a bunch of spotlights, one pointed at each nearby object that casts a shadow.

I do this because it's efficient. It allows high res shadows, with little overdraw.