y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there www.joewintergreen.com/dev-scoops-m...
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I also wonder how exactly the uniformness is calculated. Do they have a separate texture to store some extra data, or is it just calculated on the fly by extrapolating several pixels? I should tear into the renderer code again to see how it works in practice
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