Since my game involves random map generation, and one of the map types is dungeon style, which I plan to use shadow volumes for, I’m wondering what the current optimizations are for shadow volumes when it comes to the light source’s radius? So that I can avoid reinventing the wheel, such as creating an LOD system to enable or disable shadow casting and receiving shadow volume properties myself.
Right now, in the “rendering lit objects” phase, we do not cull objects depending on the light radius. Which seems like a reasonable optimization – PRs are welcome