I’m taking my first steps with shadows, so to speak. When dealing with directional lights, I render each depth map to the same texture which works as a shadow atlas. Then I just scale down the projected coordinates and offset them in the final fragment shader. It’s kind of like a spritesheet.
This system works alright. But I’m wondering, can I do something similar with a cubemap for point lamps? I may be wording my searches wrong but I haven’t been able to find any examples of this.