Although this is currently safe there is no guarantee that future refactorings will keep the current draw lists, so it's better if GLDecal used its own copy of the data.
* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00
Renamed from src/gl/scene/gl_spritelight.cpp (Browse further)