Here's my little Shadow routine, it's not finished yet but you can already make some pretty shadow in your prod.
It's based on Norc system, optimised with the idea of philipe C, still working on it.
As you'll see there is some limitation....
http:\www.planb.free.fr\AFO_Shadow.zip
Some thing to know : To cast a shadow on thing, those thing must have an EntityPickMode specified. IE: the ground....
If you find the shadow too aliased, just change the AFO_FLEXshadowTextureSize%. It's the resolution of the shadow. Carefull, this will affect frame rate.
to preserve this frame rate, a shadow is calculate once per call of UpdateShadow. So multiple shadows (like 3 or 4 shadows per actor) will refresh one after the other, the result will be slow moving shadows.
check the example file, you'll find answers.
Still working on improvment...
Hautvent.
It's based on Norc system, optimised with the idea of philipe C, still working on it.
As you'll see there is some limitation....
http:\www.planb.free.fr\AFO_Shadow.zip
Some thing to know : To cast a shadow on thing, those thing must have an EntityPickMode specified. IE: the ground....
If you find the shadow too aliased, just change the AFO_FLEXshadowTextureSize%. It's the resolution of the shadow. Carefull, this will affect frame rate.
to preserve this frame rate, a shadow is calculate once per call of UpdateShadow. So multiple shadows (like 3 or 4 shadows per actor) will refresh one after the other, the result will be slow moving shadows.
check the example file, you'll find answers.
Still working on improvment...
Hautvent.