I know an AnimatedMeshSceneNode can add a ShadowVolumeSceneNode, but can an OctTreeSceneNode do the same? I want to be able to dynamically shadow the entire map.
I suppose if there is no way to load an OctTreeSceneNode with a shadow volume of its own, I could simply break the map up into chunks and load each one as an AnimatedMeshSceneNode and add to each a shadow volume.
Also, would it even be "possible" to render a scene with completely dynamic shadows at a decent frame rate given "average" current hardware??
Can an OctTreeSceneNode use shadow volumes?
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gamebeavis
- Posts: 12
- Joined: Mon Jun 25, 2007 11:45 pm