The way I'm placing the directional light right now for my strategy game is figuring out where the intersection is with the camera view and the map, and placing the light position a certain offset from that intersection and increasing/decreasing that width of the light projection in proportion to the camera zoom level.
I'm getting problems when I zoom in/out/scroll around. Places that weren't in shadow before become shadowed (in specific areas, like the slopes now provide shadow cover when they didn't before) and it seems sometimes the light frustum doesn't totally cover the map area in the camera's view.
Is there an easy to solve these problems? Something from cascaded shadow maps?
Edited by polyfrag, 13 August 2013 - 04:55 PM.