   Mobile Shadow Map
  Hello,After some recent successes implementing Shadow Mapping, I am now considering how to make this work in a larger context.Obviously, resolution becomes a problem when trying to shadowmap large areas. Huge textures are not much use, especially if some sort of post production blurring of hard shadow edges is involved.My plan at present is to move the light source with the camera. Each Update() the new position of the light is:lightPosition = -g_lightDirection * lightRange;The light always maintains the correct angle with regard to the camera, and the shadow mapped area follows the camera about. I am hoping to modify my shader to fade in the shadow effect at the limits of the shadow map - the player is always at the centre of the shadow map texture, so any texture lookups towards the edge can be assumed to be worth fading.How do other people cope with shadow mapping large areas?Thanks for your thoughts.Si   
  There are lots of different methods for this. You might find the latest addition to IOTD interesting: Parallel-Split Shadow Maps