Looking for some collected wisdom here on this best strategy for this issue.
I'm performing simple frustum culling of models, and also shadow mapping combos of point/spot lights and models. That all works fine. However, there is one problem I've just noticed. When I move the camera to a position in the scene where a shadow-casting model becomes frustum culled, even though it's shadow should still be seen within the frustum, the model is removed from the render queue and no shadow mapping is performed for that model.
I'm thinking that the naive general approach would be to maintain a 2nd list of render commands of models for shadow casting that have not been frustum culled (although the list would probably still be reduced by some other scene visibility approach). Or I could go for a specific approach and let the artists tag shadow casters for no-culling when the camera is within a user-defined zone.
Is there a clever general approach to this? Should I be calculating the volume of the lights (I can do this in shaders already for debugging), calculating what models intersect those volumes and stop them from being frustum culled? Is that the best general approach?
Thanks in advance.
Edited by JMab, 02 September 2014 - 06:39 AM.