I am working on a deferred rendering engine and just finished skeletal animation in the vertex shader, but soon realized that this was only updating the rendered geometry and not the shadows, as the animation was only done in the VS of the deferred rendering step, and not in the VS of each light.
I assume this means I should just calculate the animation on the cpu, as otherwise it will be done #oflights + 1 times in the gpu, which seems like a huge waste of cycles.
Is this how it is typically done?
Edit: As a note, I am currently implementing this in OpenGL