implemented shadow caster culling by creating a frustum plane set that includes the...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Mar 2007 23:50:28 +0000 (23:50 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Mar 2007 23:50:28 +0000 (23:50 +0000)
commitd32dfce0ff2d67ae7fa6665c62b3261b0d8582b7
tree9359636171930d59bc4bd5c83c6cbd27f3a554da
parentf707812826e0794fa7737bb5596a29bebf649026
implemented shadow caster culling by creating a frustum plane set that includes the light origin, any object that is not within this frustum (which encloses the screen and a triangular-shaped volume extending to the light origin) can not possibly cast a shadow onto the visible geometry, this reduces cpu work in a few cases (off-screen explosion with several entities further off-screen)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6945 d7cf8633-e32d-0410-b094-e92efae38249
client.h
gl_rmain.c
gl_rsurf.c
r_shadow.c
r_shadow.h
render.h