# Not all objects can receive Shadow Map

**URL:** https://forum.castle-engine.io/t/not-all-objects-can-receive-shadow-map/2064
**Category:** Bugs
**Created:** [December 11, 2025, 5:21pm UTC](https://forum.castle-engine.io/t/not-all-objects-can-receive-shadow-map/2064 "2025-12-11T17:21:54Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [December 18, 2025, 12:43am UTC](https://forum.castle-engine.io/t/not-all-objects-can-receive-shadow-map/2064/2 "2025-12-18T00:43:23Z")

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( Sorry for delay in answering, I’m fighting this week with a backlog of tasks 🙂 )

This is indeed a known limitation, and high on my priority list. See the [roadmap item: Make shadow maps available by a trivial property on light sources](https://castle-engine.io/roadmap#shadow_maps). As subtask of it, we need to solve this: _“The lights cast shadow maps only within the same scene.”_ . See also my notes along the lines “we need to improve shadow maps” in [news from June 2025](https://castle-engine.io/wp/2025/06/21/slides-and-example-from-delphi-day-2025-presentation-and-after-thoughts-afterwarp-shadow-maps-bgfx-and-deferred-rendering/).

I know, this sucks big time, making shadow maps (which have otherwise various advantages over shadow volumes) tricky to use.

Stay tuned, we should just solve this 🙂 I added this thread and your testcase to check then.

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