I have. In the process, I found a really interesting new QC prompt "Maximum exceeded Please provide a valid value ... Discard Change/ OK. The depth/Shadow Polygon Offset doesn't make a difference, or point to anything in particular as far as remedying the bug. Good call though, and I didn't look at that to start out with.
That prompt is from AppKit (or something similar) -- when you've got text fields without certain formatters (or with stock formatters, perhaps?), they generate those errors (necessitating a custom formatter, iirc) -- we ran into that with Quartz Crystal way back when...
In looking at this further, I'm noticing that the shadow from the dae sphere doesn't even stop at bleeding through to the backside of just one sprite. If I place another sprite a bit behind the first one, the shadow casts through the first sprite all the way onto the backside of a second sprite.
bleeding through other objects is interesting -- that might imply that they're not using actual shadow maps (which use the depth buffer, and thus don't cast shadows "through" objects), but instead some other trick (where shadows are projected through objects, as a side effect). This definitely warrants more investigation...
Thanks for poking at the shadow stuff so much george -- it's fun to try and unravel all its mysteries :)
-- [ christopher wright ] [email protected] http://kineme.net/
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