Hi Rui,

I wanted to get your thoughts on something from this patch.  I have been trying 
it out with a relatively small patch of buildings as shadow casters on a huge 
earth model (custom, not osg DatabasePager based).

I am using vdsm with the PARALLEL_SPLIT option.  The problem I have is that the 
Z split is still calculated based on the bounding sphere for the whole shadowed 
scene, not just the bounds for the shadow casters.  So I usually end up with 
the split in a very non-optimal place; usually all the shadows end up in one 
split or the other.

I think I'll try writing a custom ComputeShadowSplitCallback to see if I can 
fix the problem that way -- however I think it will be more computationally 
efficient to just calculate the light-space bounds before splitting, and base 
the splits off those.  From there just pass the calculated near/far into 
computeShadowCameraSettings instead of redoing it there.

Not expecting you to go change the code for me -- just want to know if you 
think this is a sane approach.  If I can get something working I'll see about 
submitting it.

Thanks,
Nathan

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