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
Projected textures (even just with generated greyscale textures) can still look pretty nice, so that might be an option. And Realtime Rendering has a good section on shadows and includes lots of the more simpler methods.