Got my muddle sorted out.
Quote: "Matrix maths. Not a fan."
Matrices simplify many 3D calculations - if you don't make silly mistakes.
First tests suggest that the no culling method enables me to calculate the combined shadow map in one render using a two pass shader. The downside is the loss of performance due to the absence of culling, e.g. the uncapped fps drops from about 150 to 50. I'll know the net result when I've put everything together. I suspect I'll have to wait for the cube mapping command to be fixed after all.
The one thing I need to know now is how to reinstate the culling quickly - i.e. how to undo the effects of using
set object radius objID, -1.0.
@Brendy Boy Just realised that I'd actually used
set object radius objID, 0.0 by mistake.
It seems that 0.0 and 1.0 work equally well. Life seems to be full of such mysteries.
Aside
For those wondering what I'm on about, I'm referring to the shadow mapping options discussed here:
shadow mapping for two lights