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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. |
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