[gameprogrammer] culled objects and shadow volumes

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 23:10:44 -0700

Heya!

I'm culling objects against the viewing frustum and am only rendering the
shadows of non culled objects, so am hitting the problem where objects that
are outside of the frustum that should be casting shadows into the frustum
aren't.

An easy solution might be to check if the shadow volumes intersect with the
frustum but the problem with that is that all objects would have to be
considered since i have dynamic lighting and would possibly need to
re-compute the shadow volumes every frame, which really hampers the gainstof
culling against the frustum in the first place (at least for the shadow
rendering).

Does anyone know any good ways to deal with this situation?

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