My system sets up an infinite far clip plane (via DX/DLL trickery) as per some tech paper on the subject, it stops the shadow volumes getting clipped even when extruded by 2147483647 units with a camera range of .1 to 100.
If I understand it all correctly, camNear to camFar is mapped to 0 to .9999 in the zbuffer, any verts further than the far clip plane, no matter how distant, are mapped from .9999 to 1, luckily you lose very little precision in the zbuffer.
The only drawback is all geometry falling within the view frustrum AND beyond 'camFarRange' will get drawn. You'd have to create your own clipper system or something.
Done properly, the only thing non-realistic about stencil shadows is the harsh edges and I doubt it's easy to seamlessly integrate them along with shadow maps.
If I understand it all correctly, camNear to camFar is mapped to 0 to .9999 in the zbuffer, any verts further than the far clip plane, no matter how distant, are mapped from .9999 to 1, luckily you lose very little precision in the zbuffer.
The only drawback is all geometry falling within the view frustrum AND beyond 'camFarRange' will get drawn. You'd have to create your own clipper system or something.
Done properly, the only thing non-realistic about stencil shadows is the harsh edges and I doubt it's easy to seamlessly integrate them along with shadow maps.