diff --git a/Change Lists/Graphical Changes.md b/Change Lists/Graphical Changes.md
index 58fc75e..0f931ee 100644
--- a/Change Lists/Graphical Changes.md	
+++ b/Change Lists/Graphical Changes.md	
@@ -18,12 +18,13 @@ By default, Mapbase uses a shadow map resolution of `2048` with a filter size of
 ---
 (put images here)
 
-env_global_light is an orthographic projected texture, like an env_projectedtexture that only casts shadows in one direction. This is another thing Insolence ported that ended up being gleaned into Mapbase. I have taken a few liberties with it, like setting the offset cvars to 0 and turning them into keyvalues instead.
+env_global_light is an orthographic projected texture, like an env_projectedtexture that only casts shadows in one direction. This is another thing Insolence ported that ended up being gleaned into Mapbase. I have taken a few liberties with it, like setting the offset cvars to 0 and turning them into keyvalues so amppers can control it, but I don't really expect it to be used very much.
 
 Again, you can thank Insolence for this, not me.
 
 ### Dynamic RTT shadow angles
 ---
-(put images here)
+<img src="https://developer.valvesoftware.com/w/images/6/67/Dynamic_rtt.jpg" width="512" align=right />
+Mapbase uses Saul Rennison's dynamic RTT shadow angles from the VDC, implemented from Insolence commits. Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves.
 
-(Dynamic shadow angles discussion, thank Saul Rennison and Insolence)
\ No newline at end of file
+There's actually a funny story behind the implementation of this. I actually wasn't going to add it to Mapbase, but when I was gleaning Insolence's repo for their projected textures (with permission) I was just copying and pasting code and nesting it in "ASW_PROJECTED_TEXTURES" and because they make changes to the same places I assumed the "ShadowFromWorldLights" stuff was part of the projected textures. I realized what I was doing eventually, but I still basically implemented dynamic RTT shadow angles by accident.