Here is the Blitz stencil shadow system version 0.89 in alpha state.
I am not publishing any docs at the moment, but rest assured they will (probably) be there soon, and they'll be very comprehensive.
I'm releasing this as i see there is recently enthusiasm about stencil shadow systems and its something im lacking at the moment. I have found out that making code for building and updating shadow volumes is 90% of a stencil shadow system. This has been done fully, and all that remains to be done on this system for it to get into version 1.0 is to get propper control of ZFail and ZPass, that is when to go into each mode. Right now the system would work propperly if the Render (in this alpha case the Render_F) function was replaced with a ZFail one, as right now its a ZPass render without any checks or switches for ZFail. It can probably be done in a few hours but ... i'm just not up for it at the moment. Also the first function posted by Tom (and others 1 year ago) was ZFail so you can find it somewhere on the forums, plug it into Render_F(), and see what happens. So i hope someone will be helping out in finishing this. I have first started on such a system a year ago and have worked actively on it for about 3 months, including 3 complete rewrites. The code is fully commented and i tried to make it tidy so that it can be an opensource project for the community. I beleive that my method is the fastes achievable method for updating shadow volumes in blitz with its limited set of functions for controling mesh shapes. The advantage of the system is that it creates volumes with a mathematically absolute minimum number of quads (aka triangles or polygons) that are needed, because the bottle neck is by far moving the verts of shadow volumes to update it's shape every frame.
Here are some shots from 0.89

This is what you get with a ZPass render. It isn't right:

DOWNLOAD 660kb
(Includes source, exe, media, userlibs)
PS
I'll write more tomorrow, i dont have time now. Enjoy.
I am not publishing any docs at the moment, but rest assured they will (probably) be there soon, and they'll be very comprehensive.
I'm releasing this as i see there is recently enthusiasm about stencil shadow systems and its something im lacking at the moment. I have found out that making code for building and updating shadow volumes is 90% of a stencil shadow system. This has been done fully, and all that remains to be done on this system for it to get into version 1.0 is to get propper control of ZFail and ZPass, that is when to go into each mode. Right now the system would work propperly if the Render (in this alpha case the Render_F) function was replaced with a ZFail one, as right now its a ZPass render without any checks or switches for ZFail. It can probably be done in a few hours but ... i'm just not up for it at the moment. Also the first function posted by Tom (and others 1 year ago) was ZFail so you can find it somewhere on the forums, plug it into Render_F(), and see what happens. So i hope someone will be helping out in finishing this. I have first started on such a system a year ago and have worked actively on it for about 3 months, including 3 complete rewrites. The code is fully commented and i tried to make it tidy so that it can be an opensource project for the community. I beleive that my method is the fastes achievable method for updating shadow volumes in blitz with its limited set of functions for controling mesh shapes. The advantage of the system is that it creates volumes with a mathematically absolute minimum number of quads (aka triangles or polygons) that are needed, because the bottle neck is by far moving the verts of shadow volumes to update it's shape every frame.
Here are some shots from 0.89

This is what you get with a ZPass render. It isn't right:

DOWNLOAD 660kb
(Includes source, exe, media, userlibs)
PS
I'll write more tomorrow, i dont have time now. Enjoy.