// note that the world to light matrices are inversely scaled (divided) by lightradius
// core properties
+ // matrix for transforming light filter coordinates to world coordinates
+ matrix4x4_t matrix_lighttoworld;
// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
// typically 1 1 1, can be lower (dim) or higher (overbright)
vec3_t up;
mplane_t frustum[5];
float frustum_x, frustum_y;
+ vec3_t frustumcorner[4];
// screen area to render in
int x;