Going through a loop with shadows at the moment. I wonder if theres some method I’ve missed:
Planar Projection Shadows - not worth the time since it makes it extemely intensive to shadow a many faced object (like say an MD2 model).
Shadow Volumes - great if you can caculate the silloutte geometry and hence shadow volume quickly enough. However, this seems pretty heavyweight and I don’t think it will be quick enough on the systems I’m aiming at.
Shadow Mapping - brilliant method, unfortunately requires the GL_ARB_depth_texture extension which low end cards don’t support.
So… I’m a bit scuppered for realistic shadows?
I’ve been thinking about a method where I generate a shadow volume based on the bounding box of the object then draw slices through the volume textured with a render of the shadow caster from the lights perspective. Render these slices with depth test = equal and blended onto the surround geometry.
Any thoughts on this rambling?
Kev