I got one hell of a terrain, lots of faces, and want to put a simple blob shadow under certain entities.
so far ive tried:
Geometric shads, (too slow because of complexity of terrain)
dark light shadows with spotlights, looks bad as only the verts are un-lit (although is there a way of making spots light in a nice smooth circle, independent of vertices??!? if so please tell)
shooting sprites at the landscape and aligning to vectors(really bad idea)
jfks linepick idea, (closest so far) but still not fast enough because of the big mesh
The only thing i havent tried is texture shads. I can shoot a pivot out of my 'dude' and have it return the entity hit, but how do i plot the texture coords to this point??
unless anyone has any better ideas, but i cannot reduce the complexity of the mesh unless i can do hw lighting that doesnt light only when near a vertex.
so far ive tried:
Geometric shads, (too slow because of complexity of terrain)
dark light shadows with spotlights, looks bad as only the verts are un-lit (although is there a way of making spots light in a nice smooth circle, independent of vertices??!? if so please tell)
shooting sprites at the landscape and aligning to vectors(really bad idea)
jfks linepick idea, (closest so far) but still not fast enough because of the big mesh
The only thing i havent tried is texture shads. I can shoot a pivot out of my 'dude' and have it return the entity hit, but how do i plot the texture coords to this point??
unless anyone has any better ideas, but i cannot reduce the complexity of the mesh unless i can do hw lighting that doesnt light only when near a vertex.