- The decal mapping code produces inaccurate UV coords for the shadow projection used..
- Shadow receivers do not occlude. This is simple to fix (Draw them in white or reset alpha where they touch) but leads to very confusing and inaccurate shadows.
Unfortunately, it shares the same problems that other GM shadow methods have (Not counting the simple planar projections), specifically that it is impractical for projection onto dynamic objects. That said, it's probably the best way (in GM) to handle shadows cast from dynamic objects onto static objects.
For shadows cast from simple dynamic or complex static objects onto dynamic objects, I'd recommend shadow volumes.
EDIT: GAAAH. Bumped a year-old topic. Sorry.
Edited by Gamer3D, 18 May 2012 - 08:40 PM.