Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

bschulz

How to calculate fast shadow Volumes

This topic is 5810 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
In real time?

If you''re doing all the clipping and capping stuff for near plane projection, you might want to switch to far plane projection instead (google for Carmack reverse shadow).

If you''re developing for high-end hardware, you could try vertex shaders.

By far the best method is to reduce the number of polys casting shadows. Use low LOD models for shadow casters, and only accept objects as shadow casters if they contribute a lot to the scene. Yes, it''s a lot of content management work.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!