+ // flag bits indicating which triangles of the world model should cast
+ // shadows, and which ones should be lit
+ //
+ // this avoids redundantly scanning the triangles in each surface twice
+ // for whether they should cast shadows, once in culling and once in the
+ // actual shadowmarklist production.
+ int static_numshadowtrispvsbytes;
+ unsigned char *static_shadowtrispvs;
+ // this allows the lighting batch code to skip backfaces andother culled
+ // triangles not relevant for lighting
+ // (important on big surfaces such as terrain)
+ int static_numlighttrispvsbytes;
+ unsigned char *static_lighttrispvs;