Hi there

I ran into a problem with shadowmaps. Since shadowmaps are usually rendered in 
cull pass, the do not take into accound any geometry shader other other 
geometry optimization like merging tons of billboards (ex. trees) into one huge 
display list. This brought me to the point where I have to think about some 
ways of calculating shadows directly on the GPU, because there we have all the 
final geometry.
Does anybody have experience or implemented hardward based shadows with 
GL_SGIX_shadow with OSG ?

Regards
Daniel

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