Hi at all!
I already checked out cocos3d's real-time-shadowing, but it seems to be very expensive.
I don't need hard shadows (I don't like them too), so my idea was to use a static and very blured shadow map for every object I want to cast a shadow (e.g. loaded from a PNG).
I am familiar with shaders in cocos3d and openGL (I use them for post processing the hole screen, water, etc.), but I don't know what's the most efficient way to apply a shadow map to an object and render it on the world beneath.
Just using a second texture for the world and render the shadows on it seems not to be the best solution (and there would be some problems too if vertices sharing the same UV-coordinates on repeating parts, e.g. a floor-texture).
Thanks in advance,