A DVD-ROM stores a plurality of shadow volume data corresponding to respective attitudes of an object which casts a shadow. A CPU sets a shadow volume corresponding to the attitude of the object by performing interpolation based on the shadow volume data as necessary. Based on the thus-set shadow volume, a GPU determines a shadow region using a stencil buffer. Based on the determined results, the GPU updates luminance information of each pixel stored in a color buffer. According to this configuration, when a game system uses the shadow volume to draw a shadow, it is possible to reduce the processing load caused by setting the shadow volume while drawing a more realistic shadow corresponding to the attitude of the object which casts the shadow.

 
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