> The nice thing about spheres is, that the
> stencil volume is *always* defined, and
> never gets degenerated, regardless of the
> viewpoint (assuming the viewpoint is
> outside of the sphere).
And assuming that the viewpoint''s near plane does not intersect the shadow volume, unless you cap it.
Otherwise you have to use Carmack''s reverse algorithm, and then define the far plane very far (which loses depth-buffer precision).
> To *approximate* penumbras...
Well, right
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For good precision, the texture to project may be at least 256x256.
But also the stencil volume "approximates" the shadow, since the sphere model itself is an approximation of the sphere mathematical definition
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> I''m not sure, if he actually wants smooth shadows.
Even if he doesn''t want smooth shadows I would suggest projective shadows, because IMHO it''s (i) simpler and (ii) faster.
But, if he wants *sharp* shadows, then the stencil volumes is definately the only way to go