Original Post
Hi, I'm working on implementing stencil shadows for my game... Anyways, it seems to me that stencil shadows only depend on the complexity of the shadow-casting object... So, if the receiver has a crapload of polys, or if the receiver is just a simple plane, you'll get the same results either way, right? I was wondering, does shadow mapping have this same benefit? I haven't heard it mentioned anywhere, but logically I'd imagine that shadow mapping would depend on the complexity of the receiver... Thanks, roos