I've have decided to hold off on making shadows for a while, but until then, I have a question:
Can I do a depth test to check whether a pixel has been hit by a particular ray and stop it before hitting more surfaces beyond the one it just hit? And can I do this without fully implementing shadows with the stencil buffer?
I'm also starting to think this is a problem that can solved in shader if a depth test exists in the shader?
The problem appears in my game when a ray of light doesn't stop when it hits an object, like a house: