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