Kelsidavis-WoWee/include
Kelsi 514b914068 Add shadow frustum culling to terrain and M2 depth passes
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.
2026-02-18 21:15:24 -08:00
..
audio Implement MPQ-path sound loading in AudioEngine 2026-02-17 18:52:19 -08:00
auth Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth 2026-02-13 16:53:28 -08:00
core Fix two packaging bugs 2026-02-18 18:29:34 -08:00
game Fix Windows build errors in warden and CharCreateResult 2026-02-18 18:39:07 -08:00
network Fix two more Windows/MinGW compile errors 2026-02-18 17:59:11 -08:00
pipeline Fix M2 white shell artifact from missing textures, add opacity track support 2026-02-17 23:52:44 -08:00
platform Fix three Windows-specific compile errors 2026-02-18 17:52:28 -08:00
rendering Add shadow frustum culling to terrain and M2 depth passes 2026-02-18 21:15:24 -08:00
ui Fix audio volume settings: apply saved values on startup, don't overwrite with audio manager defaults 2026-02-17 17:37:20 -08:00