Hi,

I wonder if anyone here would be able to share some OSG based sample code
demonstrating shadow cube maps for point light sources.

While the osgShadow::ShadowMap class will currently detect point lights and
use a perspective frustum for rendering the shadow map, I believe this does
not currently cast shadows in all directions

Rendering into all 6 faces of a cube map seems quite costly, so I wonder if
there are more efficient ways to do shadow casting in all directions,
say... rendering into two halves of a spherical map for example. Or going
completely crazy... a tetrahedral shadow map requiring 4 projections
instead of 6 for a cube map,

Christian
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