I'm afraid there may not be an easy way to solve this problem right now. However, I have plans to change the architecture of buffers so that they can live in the scene graph; that would alleviate the need for them to be registered with the GraphicsEngine.
A terrible, terrible hack around this problem would be to set the threading model only after a few frames of rendering, after the shadow buffers have been created.
I'm afraid there may not be an easy way to solve this problem right now. However, I have plans to change the architecture of buffers so that they can live in the scene graph; that would alleviate the need for them to be registered with the GraphicsEngine.
A terrible, terrible hack around this problem would be to set the threading model only after a few frames of rendering, after the shadow buffers have been created.