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Aphelion

Shadows...

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Is it just me or is the shadow volume tutorial in DX8 samples a really inefficent way to do realtime shadowing? Would this be acceptable for a 3d engine, or is there a "better" technique to use? Thanks, -Jesse

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You can do volumes in a shader. extrude the silhouette edges from the light and use that to build the volume. This is explained many places, including my new book

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