questions about volumetric shadows

Blitz3D Forums/Blitz3D Programming/questions about volumetric shadows

Kalisme(Posted 2006) [#1]
I'm not actually working on a volumetric shadow engine right now, I'm just interested about this because I was trying to work it through in my head...
(actually my coding is halted until I get a new HD.... *sigh*)

from my understanding, Volumetric shadows in blitz3d is becoming more easy to get access of... (thanks to the user libs and new fancy things recently to come out)
I think I have a pretty good understanding of how these things slot together to work....
I know the screen has to be rendered again to have the volumes and the single color level and so on, then it is masked and the not needed colors are taken out leaving the shadows.... (I think)
but does this mean the screen hasto be re-rendered for every shadow volume on the screen so the volumes don't over-lap and and mess up the masking proccess?
or is there another way?
but if it does have to be re-rendered for every volume...
would it run okay for in-game use?

sorry if I'm way off... if I am can someone re-direct me to some helpful info?

thanx for any help you can give


jfk EO-11110(Posted 2006) [#2]
I know only this:
http://en.wikipedia.org/wiki/Stencil_shadow_volume