in GL3 border colors other than 0 got deprecated. For shadow mapping it was very common to set the border color of the shadow map to 1.0 so that the distance outside the shadow map is always “infinite”. What do you think is the best way to solve this with GL3? Just reverse the depth comparison?
I just reread the section and have to admit that you are absolutely right! I was already wondering why border colors would be deprecated when DX10 still has them but now it makes sense…