Realtime raytraced shadows: mission impossible?

Miscellaneous Forums/Blitz Showcase/Realtime raytraced shadows: mission impossible?

Paolo - yes, exactly! It's the Z-Buffer or depth buffer. We have no access to it in Blitz 3D. It's an old feature request, unfortunately never added. Ok, I'll try your source. EDIT tried it, it's a good example, also for how slow CameraPick and EntityVisible are. If you would use my replacement, it would be pretty fast. Unfortunately my Fog-by-distance method cannot tell you the picked normals, that is used in the source (and of course, it would also be useful in mine).

Edit: actually access to a depth buffer containing 16 bit or 32 bit information would solve my rounding error problem due to the fog scales immediately.

Considering the point that I started this yesterday evening it evolves pretty quickly, with some optimations this could be useful the sooner or later.