I think im on good way to grasp the complete concept of simple hard-edged shadowmapping! The thing i find the hardest to grasp though is about the individual shadow-render for each light...
Since the example shadowmap-textures i have looked at are normal textures with a width and height as any other texture and does not cover the entire area around the light but only the area within a normal view-frustum i cannot help but wonder if it is about rendering a shadowmap for each light AND object with the camera centered on the object in each render?
I think it feels weird since this would create an exponential growth in the number of shadowmaps used in proportion to lights and objects.
I've had a hard time finding information on the subject and simply find it confusing...
So my question basicly is if this is how it works or if im missing something else?
By the way, if this question is confusing it might be because i have mostly learned this from the perspective of deferred shading but i dont think that should make much of a difference, right?
If you would use code-examples to explain something i would appreciate C# syntax by the way...