Original Post
While its siple to implement a global appraoch for projected shadows (simply render a view form the sun's position, drawing every occluder in the frustum, and projecting the resulting shadow map on to you environment), this method has several drawbacks: 1) shadow map must be very large to accomodate a large sunlight area 2) requires that all shadow casting models be redrawn every frame 3) may require an additional pass on the terrain if the terrain shader is already very complex Some of these problems can be dealt with of course, such as by using PSMs, or simply moving the sunlight frustum around with the camera. However, as in HalfLife2, there is way to render local projected shadows which are then mapped to a mesh that is flattended against the terrain and environment. My question is, how can this flattening or "projection" of the shadow mesh be accomplished in a fast way?