ok some implementation notes,
this will only be implemented for directional lights (ie stars)
I'm going to use the dot-failed polygons to close the shadow volume on the occluder side,
all shadows in for a light are going to all go twards the same point way the hell of in the distance in the direction that the light is traveling at (but within the clipping space)
I'm going to be useing the Depth-fail method, becose the way things are set up I will never have to worry about far clipping of the volume, and capping should be simple (and we will likely be spending great amounts of time inside the shadows of cap ships)
I'm thinking that some sort of subtractive lighting might need to be used to get this to work well with multable lights and without reewriteing the entier rendering sequence. (would rendering the ship with the light in question andD3DBLENDOP_SUBTRACT work here?)