Kelsi
6a681bcf67
Implement terrain shadow casting in shadow depth pass
...
Add initializeShadow() to TerrainRenderer that creates a depth-only
shadow pipeline reusing the existing shadow.vert/frag shaders (same
path as WMO/M2/character renderers). renderShadow() draws all terrain
chunks with sphere culling against the shadow coverage radius. Wire
both init and draw calls into Renderer so terrain now casts shadows
alongside buildings and NPCs.
2026-03-09 18:34:27 -07:00
..
2026-03-09 12:51:59 -07:00
2026-03-06 20:38:58 -08:00
2026-03-08 19:56:52 -07:00
2026-02-22 02:59:24 -08:00
2026-02-23 10:48:26 -08:00
2026-03-07 22:03:28 -08:00
2026-02-22 02:59:24 -08:00
2026-02-22 23:20:13 -08:00
2026-03-09 04:41:04 -07:00
2026-02-22 23:20:13 -08:00
2026-02-19 20:36:25 -08:00
2026-02-22 23:20:13 -08:00
2026-02-22 02:59:24 -08:00
2026-03-07 18:40:24 -08:00
2026-03-09 18:09:33 -07:00
2026-02-02 13:03:22 -08:00
2026-02-02 13:03:22 -08:00
2026-02-23 08:01:20 -08:00
2026-02-22 02:59:24 -08:00
2026-02-04 10:31:03 -08:00
2026-02-22 02:59:24 -08:00
2026-03-09 02:03:03 -07:00
2026-02-18 20:10:47 -08:00
2026-02-04 16:08:35 -08:00
2026-02-22 23:20:13 -08:00
2026-02-22 23:20:13 -08:00
2026-02-22 02:59:24 -08:00
2026-02-23 07:18:44 -08:00
2026-03-07 23:02:25 -08:00
2026-03-09 18:34:27 -07:00
2026-02-05 15:34:29 -08:00
2026-02-21 22:04:17 -08:00
2026-03-07 22:03:28 -08:00
2026-02-21 22:04:17 -08:00
2026-02-23 04:02:21 -08:00
2026-02-23 10:48:26 -08:00
2026-02-21 22:04:17 -08:00
2026-02-21 22:04:17 -08:00
2026-02-23 19:16:47 -08:00
2026-03-06 19:15:34 -08:00
2026-02-22 23:20:13 -08:00
2026-03-07 22:29:06 -08:00
2026-02-26 11:01:52 -08:00