Hello,
I have a mostly closed off room environment (couple holes in the roof) with a shadow casting sun lamp above shining from the right hand side of the pictures below. This light should be blocked by the right hand wall in the pictures and for the most part, it is.
Here is the scene:
Here is the in game version (running several custom HDR/bloom/etc. shaders):
The problem is that the very bottom of the wall does not cast a shadow because the shadow appears to be a flattened image of the object instead of a true shadow. As a result of the sun’s tilt, this image is slightly too far up and leaves a part of the floor where the light still gets through, despite this being physically nonsensical.
How can I resolve this issue? (Changing the sun’s tilt would ruin the scene and is really not a solution at all). Do I need to get Blender’s source and modify the code behind this myself? (Something I’m not sure I’m up to doing, my C skills are decent but my knowledge of render algorithms really isn’t). Can I write a shader of some description to circumvent this? Or can this be fixed by changing pre-existing options?

