EsH Posted March 16, 2002 http://developer.nvidia.com/view.asp?IO=robust_shadow_volumes New Carmack plan-- apparently this link has a small paper concerning new Doom3 technology having to do with shadows 0 Share this post Link to post
EsH Posted March 16, 2002 It's really amazing if you've ever looked at the conventional way in which shadow volumes are done, which usually invovles a lot of convoluted testing for intersection with the view-frustum. His solutions is so wonderfully elegant. Glad the technical side of the new Doom game is in such capable hands! 0 Share this post Link to post
Zaldron Posted March 16, 2002 Woah I was shocked. I went from feeling pretty clever with my unbalanced preloading algorithm (which I would only apply on surfaces that were likely to intersect the view plane) to just feeling dumb that I had never seen the trivial solution before. Sounds like any coder I've met in my whole life, always finding stuff by mere luck ^_^ 0 Share this post Link to post