Jim Wilson wrote: > How about cheating? Add a rectangle under the aircraft, map a fuzzy > silhouette texture onto it and animate it down to ground level > (translate it based on AGL). Above 50m AGL you'd have to offset up a > little to keep it "above" the terrain.
That would work very well for the (exceedingly) common case of an aircraft in a level attitude projecting a shadow on flat ground beneath it. Even the lighting would work correctly as long as the ground is flat (just pre-calculate an ambient color for flat ground and use blending to interpolate between the pre-existing frame buffer contents and this color). Getting a tiny bit fancier, you could pre-render this shadow map into a texture at load time. No need to do it per frame. And I've read stuff about people using texture LOD bias (an extension that forces use of different mipmap levels than normal) to get cheap "soft" shadows. The closest way to a "correct" way to do this is to render a shadow map from the light's perspective into a texture every frame, and multitexture it onto the shadowed geometry during render. This works for everything but self-shadowing (engine nacelles casting shadows on the wing, etc...), for which you need to use stencil. Stencil shadows are a big pain, and very difficult to make fast. I've been playing with these on my own project for the last few days; I'm pretty sure it's worth it, but it's not cheap. Andy -- Andrew J. Ross Beyond the Ordinary Plausibility Productions Sole Proprietor Beneath the Infinite Hillsboro, OR Experience... the Plausible? _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel