Hi Cedric,

This code is not submitted because it's just a work around, not a clean way to do it, i make it when i tried shadow.

Well, doing two traversals is pretty much required if you don't want to change the shader. This may have a large performance hit however. In my experience, using shadow maps more than doubles the cull time on machines with a slow CPU, so if this can be kept to a minimum, all the better.

I think the way I gave with a uniform parameter in the shader to control this is more flexible, and it might be faster (since you then only do one traversal). Testing would be needed to confirm this of course, and it would depend on the scene you're rendering.

J-S
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Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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