Refactor|SectorCluster: Fold "splinter" logic for dynamic lights and shadows
We can now use exactly the same logic for dynamic shadows as is usedfor dynamic lights (aside from the fact the first light is skipped ifmultitexturing is in use).
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Refactor|SectorCluster: Fold "splinter" logic for dynamic lights and shadows
We can now use exactly the same logic for dynamic shadows as is used
for dynamic lights (aside from the fact the first light is skipped if
multitexturing is in use).