I think some games do it by squashing the object, rendering it to a
texture, then filtering the texture with an alpha and drawing that -
only problem is you get slight pixellation at the edges of the
projected texture as compared to a poly shape.
Plus, I think you can then apply the texture to a non-flat shape....
On 28/09/2006, at 1:42 PM, joe at strout dot net wrote:
There must be a way to use alphas with decent speeds...
It has nothing to do with speed. Imagine taking your object (a zombie
hunter in this demo) and squashing it flat. You've now got a LOT of
overlapping triangles in most places, and only a few overlapping
triangles in other places. Overlapping translucent triangles blend
together; two semi-transparent panes of glass look darker than one,
and
three look darker than two, etc. So your shadow wouldn't be a uniform
darkness, as it should be, but instead would be a crazy hodgepodge of
different darknesses. That's why we can't use alpha.
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