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.
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.