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Hi
the solution that I have is not basically easy. I think you must use the direct3D
A pool table is a plase, so if you must project a shadow only on this plane you no need shadow volume but planar shadows (more light than shadow volume).
So you must build a Shadow matrix simply giveing the light direction and the ground plane with the method
D3DXMatrixShadow(D3DXMATRIX* shadowmat, D3DXVECTOR4* lightdirection, D3DXPLANE plane);
When you build the world matrix of the ball, multiply the world matrix for the shadow matrix and you have the new world matrix with the date to render the object as a shadow
To make the object black and blended with the table you must use the stenciling so each pixel of the shadow is rendered only a time!!
PROBLEM:
with planar shadows you can't render the shadow on the edge of the table because the shadow is not deformable