Commit 977436c
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WIP: P2 rendering
- Replaced the std::map<MeshKey, StaticDrawCommand> hot draw lists with unordered_map buckets plus sorted traversal vectors.
- Added stable draw ordering by pipeline, shader, material, then mesh.
- Added conservative shadow map caching using caster hashes, spot-light hashes, and directional light/camera cascade state.
- Added cascade update thresholds so tiny camera/light changes do not constantly rebuild cascades.
- Shadow passes now skip rendering when cached shadow maps are still valid.1 parent 503678e commit 977436c
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Lines changed: 402 additions & 67 deletions
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