Pongo:
Yes, but you apparently didn't get mine. I guess BCC doesn't work with Yahoo.
JA2:
No. Self shadowing a level requires stencil shadows, or precalculated lightmaps. Doing it by rendering shadow maps in realtime is completely infeasible. You'd have to render one shadow map for every polygon essentially.
And if you're going to do that, you might as well just project the polygon onto the surrounding surfaces, and draw it perfectly sharp like a stencil shadow. But even just doing that and skipping the texture rendering phase would be horribly horribly slow.
The only way you might get some sort of self shadowing in realtime that doesn't use stencil shadows is to cast rays from your light source and color the vertices depending on whether they are occluded or not. But that wouldn't be very pretty, and it also would be too slow, because it requires reuploading the mesh every frame to the card. (You might get 15fps if you're lucky.)
And forget about self shadowing an animated mesh without stencil shadows. That's beyond impossible, since you can't get the changing vertex locations.
The reason my shadow system is as fast as it is is because it can acess the mesh data in ram, and it only uploads small new meshes with a few polygons to the card each frame.
Yes, but you apparently didn't get mine. I guess BCC doesn't work with Yahoo.
JA2:
No. Self shadowing a level requires stencil shadows, or precalculated lightmaps. Doing it by rendering shadow maps in realtime is completely infeasible. You'd have to render one shadow map for every polygon essentially.
And if you're going to do that, you might as well just project the polygon onto the surrounding surfaces, and draw it perfectly sharp like a stencil shadow. But even just doing that and skipping the texture rendering phase would be horribly horribly slow.
The only way you might get some sort of self shadowing in realtime that doesn't use stencil shadows is to cast rays from your light source and color the vertices depending on whether they are occluded or not. But that wouldn't be very pretty, and it also would be too slow, because it requires reuploading the mesh every frame to the card. (You might get 15fps if you're lucky.)
And forget about self shadowing an animated mesh without stencil shadows. That's beyond impossible, since you can't get the changing vertex locations.
The reason my shadow system is as fast as it is is because it can acess the mesh data in ram, and it only uploads small new meshes with a few polygons to the card each frame.