- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
black
This was SVN commit r3508.
Performance impact:
+ Player color rendered models are batched like normal models
- Transparent sorted models never use the vertex shader path
This was SVN commit r3009.