Lead id programmer John Carmack updated his .plan yesterday with a small blurb about a new NVidia white paper on the subject of shadow volume rendering, which is of course one of the cornerstones of the Doom 3 engine. Also on the site is a small document, dating from May 2000, detailing previously unpublished correspondence with Carmack where he talks about his forays into shadow volume rendering. Here's a little blurb to make your head hurt:
The next iteration involved attempting to "preload" the standard stencil shadow algorithm by the number of clipped away planes. I first drew the shadow volumes with depth test disabled, incrementing for back sides and decrementing for front sides. This finishes with a positive value in the stencil buffer for each plane that is clipped away at the view plane. The normal depth tested shadow volume is drawn next, with the change polarity reversed, decrementing for back sides and incrementing for front sides. The areas not equal to the initial clear value are in shadow.
Ow, I need to go lie down.
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By Linguica
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