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perf(instancing): skip models without shadow casters in shadow passes
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@@ -436,7 +436,8 @@ class opengl33_renderer : public gfx_renderer {
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std::vector<instance_survivor> m_instance_survivors;
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std::vector<float> m_instance_lodbounds;
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std::vector<TSubModel const *> m_instance_lodpending;
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// per lod band: first index in m_instance_modelviews (with end sentinel), fill cursor, nearest distance
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// per sort key (lod band and distance slot): first index in m_instance_modelviews (with end sentinel)
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// and fill cursor; per lod band: nearest distance
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std::vector<std::size_t> m_instance_bandstarts;
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std::vector<std::size_t> m_instance_bandcursors;
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std::vector<float> m_instance_banddistances;
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