Are Shadow Volumes casting shadows on themselves?
Members - Reputation: 254
Posted 19 September 2012 - 07:05 AM
My new approach to shadowing will be using shadow volumes since i don´t need HLSL files and can just use normal DirectX.
I know they are CPU intense but i think it will be okay anyway.
One question before i try to implement this is: Does shadow volumes cast shadows on themself?
If i render a big mesh that is my gamelevel, will there be shadow inside that level?
I know the teapot cast shadow on the ground but what about objects that dont have only obtuse polys?
Crossbones+ - Reputation: 6156
Posted 21 September 2012 - 08:44 PM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
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