Care to elaborate? I know there are issues with current HOS implementations and all but surely a sensible design would allow shadows to be calculated after tesselation. I guess you are talking specifically about TruForm or other current HOS solutions. NWN has rather nice shadows though and I noticed nothing odd when TruForm was enabled.Reverend said:Higher order surfaces (like TruForm) is problematic where shadows are concerned based on specific lighting solutions implemented in games. If shadows play a big part in a game, you don't want HOS. It fucks up shadow silhouettes. Better to spend the time using the good ole tradition (more polygons).
More polygons won't last into the future but that was discussed in another thread already. I guess TruForm was a baby step into HOS territory, real usuage might come once we have a programmable tesselator unit and are no longer bound to a specific fixed function implementation.
Now I might go to try out the nPatches option in the UT2k3 ini file to see how unusable that is