Another Shadow routine...

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the process is the same for sun or light. The only differnce lies in the color : a light is supposably closer to the actor than a sun. So the shadow's color is calculated dynamicly for a light and is static for a Sun.
You might notice a smoother shadow for the sun when there is only it's shadow (when you are too far away from other lightsources), it's only because it is the only shadow calculated so it refreshs quickly.

point 2 embarassed me : before it showed how to cast shadow on object, but there is two side of the story : a simple cube has not enought vertices to have a nice projection on it ! So the result is crappy form of the shadow. So I rather remove the entitypickmod for the cube, the purpose of the cube is just to show shadow of big object. Furthermore, aligning shadowmesh to vertices picked is a real FPS killer, more than anything else in the system.

I'm working on a revolution for this system to avoid the "noise" in shadow, meaning by that when the shadow lack vertices to cast on, and just fall underground or have just some spike...

By the tests I've made, I'm pretty sure the solution I tend to is the one sswift found. I've only see the demo of his shadow system and it's really amazing. Now All I want is not just do some bad copy of it.