for an underwater simulation, you don't need a shadow system! you mean the wave reflevtion on the ground, right? there was someting in the code archives a certain time ago... you do it as follows: you make a copy of the terrain offseted by .1 on the y axis, and texture it with the wave-reflection-texture.
btw: swfits shadow system wouldn't do that....
my shadow system casts 10.000 polygons by 60 fps. quite fast :)
btw: swfits shadow system wouldn't do that....
I'd like to see a stencil shadow system cope with casting shadows from a 4,000 poly character
my shadow system casts 10.000 polygons by 60 fps. quite fast :)