Branch: refs/heads/master
  Home:   https://github.com/Warzone2100/warzone2100
  Commit: a928f6a286b624eff94dc94b0f8d18d042e8ea86
      
https://github.com/Warzone2100/warzone2100/commit/a928f6a286b624eff94dc94b0f8d18d042e8ea86
  Author: past-due <[email protected]>
  Date:   2018-03-12 (Mon, 12 Mar 2018)

  Changed paths:
    M lib/ivis_opengl/piedef.h
    M lib/ivis_opengl/piedraw.cpp
    M src/display3d.cpp

  Log Message:
  -----------
  Reduce CPU usage when drawing shadows

By intelligently caching calculations + data between frames


  Commit: c40b2ae91a093eff129ae60d0c5d1e9171999756
      
https://github.com/Warzone2100/warzone2100/commit/c40b2ae91a093eff129ae60d0c5d1e9171999756
  Author: past-due <[email protected]>
  Date:   2018-03-12 (Mon, 12 Mar 2018)

  Changed paths:
    M lib/ivis_opengl/piedef.h
    M lib/ivis_opengl/piedraw.cpp

  Log Message:
  -----------
  Aggregate shadow vertices and batch glDrawArrays calls

Instead of a `glDrawArrays` call for every shadow-casting shape, aggregate 
vertices that are pre-multiplied by the `modelViewMatrix`, and batch 
`glDrawArrays` calls. This massively reduces the number of gl calls (both for 
filling buffers and drawing) as now only a single (large) buffer needs to be 
allocated and streamed per call to `pie_ShadowDrawLoop`.


Compare: 
https://github.com/Warzone2100/warzone2100/compare/9f26c36d92e2...c40b2ae91a09
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