Hi everybody.

For a current project I need the ShadowMapViewport. Although it works and
looks (mostly) well, I encounter some problems:

* Ideally, I need a DirectionalLight with (0 -1 0) Direction. However, I
have Objects in my Scene, that have vertical polygons in the same
direction. As the ShadowMap is projected on them, the look quite ugly
(stripes!). Is there a way to let Geometry cast shadows but don't receive
them? (ExcludeNodes avoids only casting shadows as far as I can see).
This should be quite simple, as the shadowmap simply isn't applied to the
material of the corresponding nodes, but I haven't found the code where
this happens. Could someone give me a hint?

* My scene dimensions are very large, but I need Shadows only on a small
part. With a directional light, the shadows look terrible, as I can see
large pixels of the map. Is there another way to solve this than using
local lights (which would be quite complicated to implement in my
system). I'm currently thinking about adding  some new parameters to the
ShadowViewport, so that it is possible to use user defined scene
boundaries instead of those supplied by the bounding box of the scene. Is
there a simpler way?

Thanks and regards,
Dominik

P.S.: Sorry if this is twice on the list, I sent it at 11:00pm, but it 
didn't appeared until now...


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