On Mon, 2005-04-04 at 05:49 +0200, BJörn Lindqvist wrote:

> > Check out modeling-shadow-1.py in the tutorial directory. You need to
> > shapify the world containing your walls using a shapifier that has its
> > shadow attribute set to 1.
> 
> Try adding a second wall behind the first in modeling-shadow-1.py and
> you will see that both the shadow and the light will go through the
> first wall and hit the second wall too. Realisticly, the light should
> stop at the first wall and the second wall shouldn't be lit at all.
> 

Unfortunately, that's not how opengl works. Light and shadows will pass
through anything that's not set up itself to cast a shadow, regardless
of whether or not the shadow is cast on the object in question. Read the
tutorial and set up the walls to themselves cast shadows.

Think about it this way: blocking light (and therefore shadows) is a
special operation that takes CPU cycles. Therefore, it takes some extra
effort to do it. If everything blocked light by default, things would
run very slowly.

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