BACKGROUND_BIT = (1 << 11),
// Everything else that isn't terrain. Initially for clouds;
// eventually for other models?
- MODEL_BIT = (1 << 12)
+ MODEL_BIT = (1 << 12),
+ MODELLIGHT_BIT = (1 << 13),
+ PERMANENTLIGHT_BIT = (1 << 14)
};
// Theory of bin numbering:
// Normal opaque objects are assigned bin 0.
//
// Random objects like trees may have transparency, but there are too
-// many to depth sort. By drawing them after the terrain we can at
-// least keep the sky under the ground from poking through.
+// many to depth sort individually. By drawing them after the terrain
+// we can at least keep the sky under the ground from poking through.
//
// Point lights blend with the terrain to simulate attenuation but
// should completely obscure any transparent geometry behind