4 > I know I'll forget to tell you this if I don't write it right now....
6 > >(2) How is the receiving geometry for the shadow decided?
8 > I wrote about an LSS-test but actually performing a new VFC test (from the
9 > light's view) is the same. In both cases, here's a trick to take advantage
10 > of temporal coherence : test the world against a slightly larger than
11 > necessary LSS or frustum. Keep the list of touched surfaces. Then next
12 > frame, if the new volume is still contained within the previous one used
14 > the query, you can reuse the same list immediately. Actually it's a bit
15 > similar to what you did in your sphere-tree, I think. Anyway, now the
17 > N) VFC is O(1) for some frames. It's not worth it for the "real" VFC, but
18 > when you have N virtual frustum to test to drop N shadows, that's another
22 > - You need more ram to keep track of one list of meshes / shadow, but
23 > usually it's not a lot.
24 > - By using a larger volume for the query you possibly touch more
25 > faces/surfaces, which will be rendered in the shadow pass. Usually it's
27 > a problem either since rendering is simply faster than geometric queries
28 > those days. But of course, "your mileage may vary".