Sigma said:Jesus. I don't get it. In the flashlight thread it was explained why the grates didn't cast shadows. The grates are simulated geometry with a texture with an alpha channel. Of course that any geometry based shadow solution can't project shadows of geometric detail faked in a texture. Build the grates out of triangles and it will cast a shadow...
I know *why*, that doesn't change the fact that there are apparently two ways of generating geometry: through meshes and through opacitymaps.
And since the stencil-shadow method is mesh-based, it does not work with opacitymaps. *boom* there goes your unified model.
It is unified because moving and non moving objects are treated equal and every light created "just works" (including shadows. Scali you read: geometric based shadows).
Ah yes... and what are those non-geometric shadows doing in this unified system then? Are they just nonsense?
Here's a hint for you: they don't work on moving objects either, most notably when you deform the mesh.