Re: Shadow and projected texture

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pere1++at++cluny.ensam.fr
Thu, 9 Jan 1997 20:06:29 +0000


        Dear Scott,

I thank you for your answer. Yes, I am still looking for an sample code of two
projected texture spotlights. But, the man pages says:

> the total number of rendering passes is numProjLights + 2 *
numNonFrozenShadowLights.

So if I put 2 ProjLights, I will get a number of rendering passes equals to
2*numProjLights = 2. So, I could render a 'shadow' for two objets (each
ProjLight is attached to the pfDCS of each objet and place upside it).

Well, It is not 'the foot' (in french)(that means: It is not the best solution)
to render the shadow of all objets in the scene to have a spotLight for each
objet attached to its pfDCS.
So, I am not so stupid, if I could (or somebody could) put only one
ShadowLight, it costs 2 rendering passes too to render the shadow of all the
scene. By reading the mail list of info-performer, I saw that you fight with
shadow since a long time,Scott , don't you win?

        If you could send me your sample code, I will sincerly thank you.

        If somebody have another sample code with shadow perhaps in OpenGL(and
Irix 6.2), I will thank this man too.

        Thank you to Angus and Brian for their participation in: "Battle
against the shadow"

        Cheers,
                                Christian

-- 

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