Ok, I'm just about finishing up the demo right now. I'll probably release it today, though not for a couple of hours since I got a school state exam right now (NYS math). OT: They gives us hours of time to finish, and I finish it in like 4 minutes. Then I am extremely bored and fall asleep because they don't let us leave when we finishbetajaen wrote:And me. We really need a modern shadow solution and this could be it.
Anyways, pre-final screen shots (99% done):




All that you see is soft(ish, I put the filter from 7x7 to 3x3 for testing) self shadowing - the whole "level" is 1 unclosed mesh. (shaking your fist at me, stencils?)
Too bad the level I had for testing had no multiple UV coords - I could only map out 1 texture.
Also - one thing that worries me, is ATI cards, and their crappy floating point texture support... I might have to emulate bilinear filtering






