Each object's shadow is rendered seperately, and the user is allowed to specify what the reolution is on a per object basis. I don't recommend over 256 for shadow texture resolution.
Something about your results strikes me as odd though. The fact that you get 1700 fps for no shadow texturing and then everything drops to around 80fps the minute you do any, no matter which method you use to render them. That smacks of something causing a graphics card hitch.
Have you tried looking at SetCameraViewport to see if that's what's doing it? You set it every time you render the texture. Have you tried setting it once? Also, have you tried setting it to the texture size, and then back to normal in the loop, so you can be sure it is being triggered even when it doesn't really need to change?
Also, why reset rendering to the backbuffer after every texture in the second example? You would only need to do that after you're done rendering textures. I don't know if setting the buffer causes a hitch, but that's something else to investigate.
Something about your results strikes me as odd though. The fact that you get 1700 fps for no shadow texturing and then everything drops to around 80fps the minute you do any, no matter which method you use to render them. That smacks of something causing a graphics card hitch.
Have you tried looking at SetCameraViewport to see if that's what's doing it? You set it every time you render the texture. Have you tried setting it once? Also, have you tried setting it to the texture size, and then back to normal in the loop, so you can be sure it is being triggered even when it doesn't really need to change?
Also, why reset rendering to the backbuffer after every texture in the second example? You would only need to do that after you're done rendering textures. I don't know if setting the buffer causes a hitch, but that's something else to investigate.