Original Post
Erg - more shadow problems. Whilst using a dual pass z-buffer method may be an excellent idea for software, and has so many variations and optimisations possible, I am struggling to find a fast method of doing shadow volumes for hardware. It''s quite easy to simply test if a polygon is inside a shadow volume (generated by taking a pyramid shape and projecting it from the light source so that it fits the edges of the polygon casting shadows) and then clip the regions that are in shadow. This seems like it can hardly be done effectively in hardware so are there any other extremely solid methods of doing it - or should I stick with shadow volumes before I tear my hair out?