Shadow optimisations

· by Steve · Read in about 1 min · (90 Words)

Wow, something actually went quicker than I expected for a change! 😀Tonight I polished off the shadow caster elimination code I’ve had in my head for a while - previously the location of shadow casters was pretty basic - since obviously objects which are not in the camera’s frustum can still cast shadows into the view there is an issue of how you efficiently locate all objects which can be casting visible shadows. Well, I think I nailed it. There’s a multi-step elimination approach (this one is for point lights):