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Improve shadow performance: halve resolution, 9x fewer PCF taps, throttle depth pass
- SHADOW_MAP_SIZE 2048→1024: 4x fewer pixels rasterized in depth pass - Replace 9-tap manual PCF loop with single hardware PCF tap in all 4 receiver shaders (terrain.frag, wmo_renderer, m2_renderer, character_renderer). GL_LINEAR + GL_COMPARE_REF_TO_TEXTURE already gives 2×2 bilinear PCF per tap for free, so quality is maintained while doing 9x fewer texture fetches. - Throttle shadow depth pass to every 2 frames; OpenGL depth texture persists between frames so receivers always have a valid shadow map. 1-frame lag at 60 fps is invisible.
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6 changed files with 14 additions and 35 deletions
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@ -2449,9 +2449,11 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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lastWMORenderMs = 0.0;
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lastM2RenderMs = 0.0;
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// Shadow pass (before main scene)
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// Shadow pass (before main scene) — throttled to every 2 frames (depth buffer persists)
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if (shadowsEnabled && shadowFBO && shadowShaderProgram && terrainLoaded) {
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renderShadowPass();
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if (shadowFrameCounter_++ % 2 == 0) {
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renderShadowPass();
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}
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} else {
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// Clear shadow maps when disabled
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if (terrainRenderer) terrainRenderer->clearShadowMap();
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