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Pointlights can't cast shadows at the moment. While it is trivial to add shadow support for pointlights and it is also rather easy to make it look good, it is absolutely NOT trivial to make it performant. I have an idea how to implement shadows for pointlights in a fast way, but it hasn't been a high priority at the moment.
hmm... what I'd try: A single view without frustum culling and a shader which renders the scene 6 times (for each side) using the vertex shader to transform the scene to the right orientation.
Edit: or dual paraboloid shadow mapping, but I don't know how to get it working properly.

Last edited by Kartoffel; 04/05/13 12:31.

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