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OpenGL half life 2 / source engine shadowS?

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Hi guys i've been wondering how to do source engine - like shadows in opengl?
I mean, they are always showing a single shadow map style shadow for each character, even if there several lights in the scene. How are they creating it? I've tried to limit my character shadow only to nearest light, but it's "jumping" in a very annoying way. Are they using some kind of interpolation? how do they determine the light/shadow view pos/projection? anyone have any ideas? thanks in advance

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I think they just cast a shadow in a fixed direction at all times, regardless of light positions. I'm not entirely sure, but that's what it seemed like to me.

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