int numtextures;
texture_t *textures;
- msurface_t **texturesurfacechains;
-
qbyte *visdata;
qbyte *lightdata;
char *entities;
int numlights;
mlight_t *lights;
- // used only for casting dynamic shadow volumes
- shadowmesh_t *shadowmesh;
- vec3_t shadowmesh_mins, shadowmesh_maxs, shadowmesh_center;
- float shadowmesh_radius;
-
// pvs visibility marking
mleaf_t *pvsviewleaf;
int pvsviewleafnovis;
mleaf_t *pvsleafchain;
int *pvssurflist;
int pvssurflistlength;
+ // these get rebuilt as the player moves around if this is the world,
+ // otherwise they are left alone (no pvs for bmodels)
+ msurface_t ***pvstexturechains;
+ msurface_t **pvstexturechainsbuffer;
+ int *pvstexturechainslength;
+
// skin animation info
animscene_t *skinscenes; // [numskins]