Heya! I'm culling objects against the viewing frustum and am only rendering the shadows of non culled objects, so am hitting the problem where objects that are outside of the frustum that should be casting shadows into the frustum aren't. An easy solution might be to check if the shadow volumes intersect with the frustum but the problem with that is that all objects would have to be considered since i have dynamic lighting and would possibly need to re-compute the shadow volumes every frame, which really hampers the gainstof culling against the frustum in the first place (at least for the shadow rendering). Does anyone know any good ways to deal with this situation?