it's the blurring thing that makes stuff dificult
ok, I have a test build for you people to play with, but I want to make a few things clear:
1) it will only work with any degree of corectness in the tech room
2) it will not work at all in mission
3) don't use it in mission
4) if you do don't come complianing to me bacase I did warn you
5) what I have been doing over the last few days was nothing more than learning how to do this, I have found over the last few years that it's usualy not a good idea to submit your first try at something, and it's even a worse idea to try and implement a final solution based on your first try, wich is why decals went through about four versions (none of wich ended up in CVS) before the final implementation
6) don't use it on HTL models, I'm going to implement volum models after I reimplement the shadows, volume models will be used for both shadow casting and collision, (if a subobject isn't given one it will use it'self, more or less for bacwards compatability)
7) none of the code in the test build (asside from a little bit in silloette determineation and some extreemly low level stuff) is ever going to go into FSO, I am going to completely reimplement it useing what I have learned over the last four days
8)I have a test build available
here, remember it only works in the tech room