Concave hulls
Following the discussion here:
http://www.gamedev.net/community/forums/topic.asp?topic_id=469259
I've managed to break the concave hull into several triangles, and casting shadows for each triangle gave me accurate results, but that's quite inefficient as there is much redundancy coming from drawing all the shadows. Any ideas on how to decide which two triangles are the ones defining my shadow; to the left and right of the light source?
You wouldn't mind sharing your code? :)
I'm planning on implementing shadows in my 2d game, using a framebuffer though.
I'm planning on implementing shadows in my 2d game, using a framebuffer though.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement