mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-18 13:17:05 -04:00
Both passes were rendering the entire loaded scene (17×17 tile radius) into a shadow map that only covers 360×360 world units — submitting 10-50× more geometry than the shadow frustum can actually use. - TerrainRenderer::renderShadow: skip chunks whose bounding sphere doesn't overlap the shadow frustum AABB in XY. Reduces terrain draw calls from O(all loaded chunks) to O(chunks within ~180 units). - M2Renderer::renderShadow: skip instances whose world AABB doesn't overlap the shadow frustum in XY. Reduces M2 draw calls similarly. - Both functions now take shadowCenter + halfExtent parameters.