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Started by Leade 0 replies 850+ views
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Leade
Leade
I'm new here and instead of acting like a noob i'm gona start by saying reason why i joined is because i have just completed dx9 mesh animation using vertex tweening and wanted to know if anyone has done so as well. right now i want to know if anyone has perfected shadow volumes without counting throught the vertecies of the mesh, if you have, i will swap the mesh animation class for the shadow volume class. its a fair swap as it works with all x meshes.
jollyjeffers
jollyjeffers
Welcome to GDNet [smile]

I must admit it's quite unusual for someone to want a code swap like this. Typically people on this forum work with each other when it comes to libraries like this - you may find you get more favourable replies if you adopt this approach.

Shadow volumes are a bit out of favour these days so you probably won't find much description of them. Generally speaking shadow maps are preferrable and are very convenient for the animated (especially GPU-animated) scenario as they're decoupled from geometric complexity.

Whenever the light or geometry changes your SV's will need to be updated. You can probably get clever and use temporal coherance to limit the recalculation work but ultimately there will be some recalculation necessary.

Any particular reason you want SV's instead of SM's??

hth
Jack
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