------------------------------------------------------------------------ r2536 | plagman | 2012-03-25 17:55:53 -0700 (Sun, 25 Mar 2012) | 6 lines polymer: cull sprite lights after computing sprite geometry This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry. ------------------------------------------------------------------------ r2535 | plagman | 2012-03-25 17:55:41 -0700 (Sun, 25 Mar 2012) | 5 lines polymer: don't shadow-optimize light culling in cached sprites Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens. ------------------------------------------------------------------------