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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