}
m_drawlist_shadow.clear();
- // We need to append the blocks from the camera POV because sometimes
- // they are not inside the light frustum and it creates glitches.
- // FIXME: This could be removed if we figure out why they are missing
- // from the light frustum.
- // for (auto &i : m_drawlist) {
- // i.second->refGrab();
- // m_drawlist_shadow[i.first] = i.second;
- // }
-
// Number of blocks currently loaded by the client
u32 blocks_loaded = 0;
// Number of blocks with mesh in rendering range