Parallel-Split Shadow Maps (PSSM): Shadows for large scenes

My version is using directional lights with default shadow casting, so it is exactly the situation you described in the other topic.

Anyway, it is not modified version of fabiom’s solution, it is original Roaming Ralph tutorial with two my functions for moving shadow cameras (or lights currently).

I propose to disable shadow casting and see in the eagle view the difference of the two versions - look at frustums of cameras/lights. Sorry, but I have no shaders for this yet. Probably putting it to ShadowManager.py instead of original code for shadow camera movement will work, but I didn’t try this.