+
+ // rtlight rendering
+ // light currently being rendered
+ rtlight_t *rtlight;
+ // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
+ vec3_t rtlight_cullmins;
+ vec3_t rtlight_cullmaxs;
+ // current light's culling planes
+ int rtlight_numfrustumplanes;
+ mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
+
+ // this is the location of the light in entity space
+ vec3_t entitylightorigin;
+ // this transforms entity coordinates to light filter cubemap coordinates
+ // (also often used for other purposes)
+ matrix4x4_t entitytolight;
+ // based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (Z result often ignored)
+ matrix4x4_t entitytoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ matrix4x4_t entitytoattenuationz;