This was causing the shadow frusta to be made too large, which was causing the whole level to be rendered to a shadow map in some cases. Just fixed that, but I want to verify my frusta, so tonight I will put in code to draw a frustum for the shadow maps.
I've actually put in several debug shaders lately, and made a toggle key to switch through them.
Right now I have diffuse, bump map, ambient occlusion, sunlight occlusion, ambient only, normals, binormals and tangents.
I fixed a perf & memory bug that was making my per-light index buffers ineffectual. Now the index buffers properly only include triangles that are at least properly lit wrt a light. This saves fill & makes culling tighter at some memory cost.
Here the attenuation is turned off, so you can see which tris got drawn.
I've been adjusting the lighting on the levels, and got a better matching skybox from one of the artists into the mountain temple level. Here are some shots for your viewing pleasure.