For characters and highpoly shadowcasting elements, I will use shadow textures (rendered from light's perspective, etc...), but for 4-poly objects that casts shadows, I will use geometric shadows. One problem is there (a BIG problem). Here's how it have to look for geometric shadows to work:

The four vertexes in the shadowcasting, 4-poly object is no problem (that's just to shoot out 4 pivots, and see where they collide). The problem are the vertexes inside those 4 polies, which must be duplicated, and then created triangles between in the same way as the mesh the shadow land on is, so it can be colored black, and then be given an alpha value of 0.5 or something. Any good suggestion on how to get that part working?
The four vertexes in the shadowcasting, 4-poly object is no problem (that's just to shoot out 4 pivots, and see where they collide). The problem are the vertexes inside those 4 polies, which must be duplicated, and then created triangles between in the same way as the mesh the shadow land on is, so it can be colored black, and then be given an alpha value of 0.5 or something. Any good suggestion on how to get that part working?

