I have wrote a program which use shadow volume.
When i use ZPass i work very well. (Except when the camera is inside the
Shadow, but it’s normal).
But when i use ZFail, i have a problem:
_ Shadow dosen’t work when my scene is inside a room. I have to not
apply the shadow computation to the walls and to the groud to solve the problem.
_ When i render an object under a ground, and when i compute shadow
only with the object meshes (but not with the ground), in some position,
my meshes are transparent.
_ I have also a problem with some polygons. As you can see in this
picture, some polygons are not well tested by the stencil buffer and creat
shadow or create bug in the shadow.
In this picture, i have draw an arrow to see the bug and its source.
I compute the shadow volume to all of my meshes in the same time
(characters, walls, ground,…).
_ Do i have to compute shadow for every object in several pass (I render
the scene, i render the shadow of the 1st object, i render the shadow of
the 2nd object,…)?
_ How do i handle several object for shadow computation?
I think i use caps in the good way. But, could it be a problem of caps?
[This message has been edited by greg2 (edited 10-23-2003).]