The lightmaps aren't updated at all yet, so everything is static.
Figuring out how lightmap data gets to the gpu was a chore thanks to the
spaghetti in the bsp data, and then I'd forgotten that I was
pre-expanding the light data to rgb so wound up with weird lightmaps,
but without water or particles, demo1 is getting 5000fps at 800x450, and
it seems to be CPU limited.
It looks horrible due to the lack of lighting etc, but it's good enough
for basic testing, especially of my render job design (that passed with
flying colors).
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.