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. -- ||| a�ex -- [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
