At 12:24 Uhr +0200 24.09.2002, Clars Danvold wrote:
>
>I suppose there are three possibilities:
>
>1: Shadows are easy, and I've overlooked the glaringly obvious;

you didn't overlook the obvious, there is not raytracing or the such.

>2: Shadows must be bitmapped as a material on the "shadow-receptive"
>surface, with the limitations this approach implies;

that's the best for 'baked shadowmaps', which do not change, but too 
slow for realtime shadowmaps.
and it is very difficult to figure out and calc the texturemaps.

>3: There is some ingenious workaround using imaging Lingo or 3D cloning and
>skewing, which I can't fathom.

using imaging and changing the textures on the fly tends to be slow (see above)
as for cloning and skewing, there's a good tutorial on barry swans 
site <http://www.theburrow.co.uk/d85/index.htm>. it performs very 
well, but you are restricted to plane surfaces.

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