Yes, I agree that's very important, and that's partially why stencil shadowing is so succesful. The other main reason is that it runs on nearly all hardware. But with newer hardware and floating-point textures as render target, I think there are little issues left. So my expectation is that all next generation DirectX 9 games will use shadow mapping. I could be very wrong too...darkblu said:actually that's quite a significant advantage, IMHO
Yes, indeed it is mighty cool. The first time I read about stencil shadowing I couldn't believe it allowed self-shadowing and did all other things correctly, but I slowly started to realize that it's indeed very nice. But I can't help the feeling that it's a detour and it's actually shadowing the scene instead of lighting it. But that's probably just the way I look at it.apropos, i believe we can divide the shadow-volumes algorithm in two rather distinctive parts, which can be considered independently from each other:
* shadow volume generation
* shadow "casting" from the shadow volume
whereas the shadow volume generation is a rather esoteric, thus highly tricky problem, the shadow casting part of the business is very nice, properly precised, and mightly cool, i may add.