Original Post
Now I already have a tiled shadowmap system working and it looks pretty nifty. However depending on the size of the to be rendered object it can need several shadowmaps to properly shadow it. A large building can easily require the nearest 3 or 4 shadowmaps and this is kinda whats bugging me. the shadow-part of the fragmentshader is very short but looking up 4 shadowmaps per pixel does sound very costly. from this thread: http://www.beyond3d.com/forum/viewtopic.php?start=20&t=16267
Quote:So I was really wondering what carmack ment with the stencil select to avoid overdraw (as I don't really understand what he ment with that). And has anyone tried something like this yet?
I don't believe in perspective shadow maps. For an outdoor scene, you need to make "cropped and mip mapped" shadow buffers. One buffer is used to just cover the area up to 1000 units away, the next one covers 2000 units, the next 4000, etc. You may need to do six or more levels like this, but you can use stencil select to avoid any overdraw, so it is basically the same problem as stitching together a cube of shadow buffers for a point light. John Carmack