This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey guys, I've been thinking of the possibility of improving the shadow rendering in the Source engine. Currently, it seems all entities in the world cast their shadows from a single light source ( defined in "r_shadowangle" ). Realistically, each entity should cast their shadows based on the nearest dominant light source (like it's done in the Unreal engine). I'm not sure how feasible it would be to rework the current shadow engine to take into account an entities nearest light source so I'm just wondering if anyone has looked into this. Has anyone attempted such a feat? or knows of the limitations of the shadow engine that would complicate such an endeavour? --
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