Hi, I was investigating CSM shadow scrolling for mobile devices and found out that caching works the following way: first, it scrolls cached static geometry cascade until overlap throttle is reached, then it redraws cached cascade entirely. Was the reason for not implementing continuous update? I mean, is it worse to scroll cascade every frame and draw only current frame newly appeared static geometry? And the second related question - do I understand correctly that the octree shadow frustum cull doesn’t take into consideration additional pair of culling planes and performs linear search with checking them afterwards? If yes, was this approach chosen for some reason or is it planned for future improvement?