It's standard shadow mapping, http://en.wikipedia.org/wiki/Shadow_mapping

It performs pretty good on my system, I've had 8 going with acceptable
frame rates (but only in a kind of box map).. I have a geforce 8800
gtx tho~

Some shots here (you can change the texture it uses now too)

http://www.garry.tv/img/?b=GMod2007//5th%20Novembgerer


garry

On Nov 12, 2007 5:41 AM, Minh <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> oh groovus.. that does look totally dish.
> I reckon it's to be used sparingly though.. Can someone from Valve comment
> on the rendering cost of using these dynamic shadowing techniques?
> I imagine it must be pretty expensive because it was only used in the
> flashlight for EP2 and not any other light sources.
>
> ----- Original Message -----
> From: "Christopher Harris" <[EMAIL PROTECTED]>
> To: <[email protected]>
>
> Sent: Sunday, November 11, 2007 5:42 PM
> Subject: Re: [hlcoders] Self Shadowing on models
>
>
> > Yes, use the flashlight to do it.
> >
> > http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html
> > ----- Original Message -----
> > From: "Minh" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Sunday, November 11, 2007 8:14 PM
> > Subject: [hlcoders] Self Shadowing on models
> >
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>    I'm not sure if i noticed it or not while playing through EP2 but does
> >> the new EP2 engine support self-shadowing on models?
> >> I just played Call of Duty 4 and was impressed with the self shadowing
> >> done
> >> on the prop models and player models.
> >>
> >> It'd be great if we could have self shadowing for our prop models
> >> (especially static prop models) and character models.
> >>
> >> --
> >>
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> >
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>
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