Gotelin:
1. Which version of my shadow system do you have? The version number is in the filename.
2. How many lights do you have casting shadows?
3. How many characters which are casting shadows are visible to the camera at once?
4. That 3000 polygons... Is that the number of polygons total, in all the receivers? Or is that the number of polygons the shadow system tells you are in the shadows that have been generated?
5. Are you using frame tweening? You should be calling UpdateShadows() between UpdateWorld, and Renderworld, once per Flip. If you have a loop within your main game loop which calls captureworld, and you have the UpdateShadows() command in there, you're calling it too often.
6. What resolution are you using for the shadows?
7. Are you disabling shadows for objects which are in the distance and out of view of the camera?
8. What kind of video card and CPU do you have?
My system should handle 3000 polys in the level and a single 2000 poly shadow casting object easily.
1. Which version of my shadow system do you have? The version number is in the filename.
2. How many lights do you have casting shadows?
3. How many characters which are casting shadows are visible to the camera at once?
4. That 3000 polygons... Is that the number of polygons total, in all the receivers? Or is that the number of polygons the shadow system tells you are in the shadows that have been generated?
5. Are you using frame tweening? You should be calling UpdateShadows() between UpdateWorld, and Renderworld, once per Flip. If you have a loop within your main game loop which calls captureworld, and you have the UpdateShadows() command in there, you're calling it too often.
6. What resolution are you using for the shadows?
7. Are you disabling shadows for objects which are in the distance and out of view of the camera?
8. What kind of video card and CPU do you have?
My system should handle 3000 polys in the level and a single 2000 poly shadow casting object easily.