Not satisfied with stencil shadows

BlitzMax Forums/BlitzMax OpenGL Programming/Not satisfied with stencil shadows

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I know Doom 3 uses a separate pass for each light, and adds the passes together. I want to avoid such a limited approach, because I want to render areas much bigger than Doom. I understand there will be some graphical glitches any other way, but I was hoping someone knew how games like FEAR combine stencil shadows with lightmapping. Maybe a clip plane method could be used to trim shadows off along the first face they hit.

I don't think the additive passes approach Doom 3 uses is practical for anything other than tiny corridors.