Displaying Shadow Volumes
Today I found a way to render the shadow volumes used in the stencil buffer technique I posted about yesterday in Ogre3D. Sometimes all you need is a ninja and three penguins to get a good insight. These are the shadow maps for one single point light source. Notice how the ninja’s katana extends the shadow volume significantly, and how the intersections of the shadow volume with the objects themselves define self-shadowing. Not shown in the picture is how the shadow volumes extend to infinity: this is necessary to be able to use Carmack’s Reverse.