I've coded and successfully rendered shadow volumes with static meshes. I just recently implemented my own bone based model format where each vertex is attached to at most 1 bone. Each frame I transform the vertex positions and normals in a vertex program using bone matricies that I pass in. My question is how would I find which triangles face my light source for these animated meshes. Assuming that a triangle can have 3 verts transformed by 3 different bone matricies. I also have the original triangle normals at my disposal incase that matters. Assuming this needs to be done on cpu.