/// size of one side of this light in the shadowmap atlas (for omnidirectional shadowmaps this is the min corner of a 2x3 arrangement, or a 4x3 arrangement in the case of noselfshadow entities being present)
int shadowmapatlassidesize;
int shadowmapatlasposition[2];
/// size of one side of this light in the shadowmap atlas (for omnidirectional shadowmaps this is the min corner of a 2x3 arrangement, or a 4x3 arrangement in the case of noselfshadow entities being present)
int shadowmapatlassidesize;
- /// premade shadow volumes to render for world entity
- shadowmesh_t *static_meshchain_shadow_zpass;
- shadowmesh_t *static_meshchain_shadow_zfail;
+ /// optimized and culled mesh to render for world entity shadows
shadowmesh_t *static_meshchain_shadow_shadowmap;
/// used for visibility testing (more exact than bbox)
int static_numleafs;
shadowmesh_t *static_meshchain_shadow_shadowmap;
/// used for visibility testing (more exact than bbox)