I'm working on lighting and shading for a project I am working on and I have run into the inherent issues with standard shadow mapping for point lights. I've come across multiple different techniques for applying proper shadow mapping to point likes and dual-paraboloid mapping is one of those.
I was wondering if this technique, if implemented, would work for directional and spotlights as well or if it is only realistic/feasible/possible to implement for point lights?
Also, I'm using Ogre3D for the graphics rendering which (not sure how it works 100% with other engines, as I'm fairly new to graphics rendering,) culls lights that are outside the view frustum so that they simply cease to exist, resulting in distorted/weird light and shadows when changing the camera angle to a point where they enter or leave frustum. Will this dual-paraboloid shadow mapping get rid of this issue or is there another method I can use to get rid of it?
Last of all, how does this technique match up to other techniques such as cube texture mapping in terms of performance, quality and general ease of implementation?