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Shadow Volumes (depth-fail cap issue?)

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I have been experimenting with shadow volumes based off the demo from codesampler.com the demo implements the depth-pass varient while I extended it to use depth-fail. I have ran into a few problems with getting my depth-fail to work correctly. Depth-pass with one light looks fine until the camera enters the shadow volume. Depth-pass One light To fix the problem of the camera in the shadow volume I used the depth-fail which fixed the problem but there are more serious ones now. Depth-fail One light no cap As you can see from the picture things look really messed up. I then relized that I needed to cap the shadow volume. This only fixed one of the problems... Depth-fail One light no cap There are still issues with the shadow over the object itself. This is where I am stuck and looking for the input from others. What could the issue be? Here is the section of code that renders the shadow volume:
g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE,  FALSE );
g_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
g_pd3dDevice->SetRenderState( D3DRS_STENCILFUNC,  D3DCMP_ALWAYS );
g_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
g_pd3dDevice->SetRenderState( D3DRS_STENCILFAIL,  D3DSTENCILOP_KEEP );
g_pd3dDevice->SetRenderState( D3DRS_STENCILPASS,  D3DSTENCILOP_KEEP );
g_pd3dDevice->SetRenderState( D3DRS_STENCILREF,       0x1 );
g_pd3dDevice->SetRenderState( D3DRS_STENCILMASK,      0xffffffff );
g_pd3dDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );


// Make sure that no pixels get drawn to the frame buffer
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ZERO );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
        
//PASS 1--------------------------------------------------------
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
g_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR );

g_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTeapot );
m_pShadowVolume->render( g_pd3dDevice );

//PASS 2--------------------------------------------------------
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
g_pd3dDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR );

g_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matTeapot );
m_pShadowVolume->render( g_pd3dDevice );

// Restore render states
g_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE,  D3DCULL_CCW );
g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE,     TRUE );
g_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE,    FALSE );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );

Any ideas??

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bump... I have still not been able to figure this out anyone out there know a thing about working with shadow volumes?

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