Hi,

I'm running the osgshadow example and noticed that no extra cameras (beside the 
main one) are to be seen in the stats handler.

Why is that?

I'd assume the light's view point is essentially a Camera, so why not handle it 
as one? Assigning a separate cull thread to each shadow map (with the 
CullThreadPerContext thread model) could increase performance by a lot, I 
imagine. Even more so with split shadow techniques, where each split needs 
another cull pass.

Has anyone tried multithreading osgShadow in this way? Am I overlooking 
something obvious?

Thanks,
Jannik

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