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Concave hulls

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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?

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This topic is 3665 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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