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MistaED
MistaED - - 1 comments @ Stencil shadows

Hi! This is looking to be a very nice engine indeed! For your issues with shadow volumes, a possible "solution" to the volume creation is to make a very low-res representation on the geometry, and create 2 triangles (a quad) between every edge and split the verts, with the normals completely normalized, doing this as an offline build process. This will ramp up the vert/triangle count by like 3x so this is why it's ideal to just use a low-lod as a base mesh. Then in the GLSL vertex shader you do a dot product from the light onto the normals, and when it is == 0 you transform the vert away from the light to infinity. This will keep your VBO static and on the GPU, with the obvious drawback of the shadow being low-poly...

Good karma+1 vote