[No] DL 3D Model Shadowscasting to Sector Surfaces

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DL 3D Model Shadowscasting to Sector Surfaces

Postby DnB-Freak » Tue Feb 23, 2021 7:45 am

I don't have code submissions so I decided to post here.
I'm just wondering if it's time GZDoom may support dynamic light shadowcasting from 3D models into sector surfaces ahead.
This thread is similar so why not?
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Re: DL 3D Model Shadowscasting to Sector Surfaces

Postby Caligari87 » Tue Feb 23, 2021 11:47 am

The thread you linked is actually not even remotely close to the same thing. The sprite "shadows" are achieved simply by drawing the sprite twice: once normally, and once darkened+shrunk+transparent.

Dynamic shadows cast from models (or any other geometry for that matter) is a massive performance problem because of the way GZDoom has to process and render level geometry and lights.

We currently have "2D shadowmaps" which allow dynamic lights to cast shadows from static map geoemtry (void spaces) but anything more would require a massive refactor of how maps are processed and rendered.

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