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while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many., |
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| .. | ||
| blobShadow.cpp | ||
| blobShadow.h | ||
| lightMapParams.cpp | ||
| lightMapParams.h | ||
| projectedShadow.cpp | ||
| projectedShadow.h | ||
| sceneLighting.cpp | ||
| sceneLighting.h | ||
| sceneLightingGlobals.h | ||
| scenePersist.cpp | ||
| scenePersist.h | ||
| shadowBase.h | ||
| shadowVolumeBSP.cpp | ||
| shadowVolumeBSP.h | ||