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Dentoid

Shadow volume generation

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Hi I''ve got a renderer using stenciled shadow volumes up and running. The problem right now is that it adds _a lot_ of extra geometry. Currently I generate degenerate triangles in edges, and let a vertex program extrude these and the backfacking (from the light''s POV) face to generate a capped volume. (I''m using carmack''s reversed, so capping is needed.) This all means I get like 3 times the geometry, and for two passes (front culling and back culling) that''s 6 times the geometry _just for the volumes_. Has anyone got some smarter way to do this? In the famous doc "Carmack on shadow volumes" he says like: "Stencil shadows still aren''t cheap by any means. It can cost 3x the triangle count of the source model (although <2x with some optimizations is reasonable) per shadowing light" Anyone know how that is possible? Or at least know some smart method?

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Yeah; something you can do is to mix the zfail/zpass technics. You only need capping when you''re using carmack reverse, so you just have to check if your viewer is potentially in shadow, if not use the standard shadow volumes.

Y.

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