The basic implementations of shadow mapping that I have seen create a depth texture for each light source affecting the scene. I'm just curious as to why this might be done rather than using and reusing a single texture for all of the lights in the scene so as to save on memory.
To clarify, is there any benefit in the following:
for light in lights render scene depth to light.shadowTexture // One texture object per light end for light in lights render scene with light (blended) end
as opposed to:
new Texture shadowMap // One texture object, written to by all lights for light in lights render scene depth to shadowMap render scene with light (blended) end