This demo is running in D3D10. It generates an optimized shadow mesh that is used to cast through the scene. Using the depth and stencil buffer we can determine which areas are in shadow.
I am actively working on a open source cross platform API written in C++ and C# for Apps or Games located here: [login to view URL] Check out some of the work I have posted online at: [login to view URL]
PEKERJA BEBAS BARU