perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height

- sky_start_yaw: a game that turns the sky at boot sets it before r3d_init and the image-based light
  is baked once at that yaw; sky_set_yaw to a yaw already baked bakes nothing.
- terrain_init_step: the height field and normals, the sun shadow, the materials, the patches and
  programs as separate steps; r3d_load_count is 8, so a loading bar moves through the terrain (half
  the start-up) instead of jumping over it. terrain_init runs the four in a row as before.
- The per-cascade actor cull centres its sphere at half the model's height and sizes it by the
  larger of height and radius: centred at the radius, it dropped a head at a cascade's edge (11 px
  in town, found by the drawstats comparison). Lake was byte-identical before and after.

OpenGL frames at the five viewpoints unchanged; the game's 59 self-tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 15:03:06 +03:00
parent dcf6c55a4e
commit 00df8839e6
5 changed files with 52 additions and 16 deletions

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changes/sky-start-yaw.md Normal file
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bump: patch
type: perf
**The sky's light is baked once at start, not twice.** A game that turns the sky at boot sets
`sky_start_yaw` before `r3d_init`, and `sky_load` bakes the image-based light at that yaw; turning to
a yaw the light is already baked at (`sky_set_yaw`) no longer bakes it again. Without it, nothing
changes.