feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds
Every R3D_* read goes through r3d_env_has / r3d_env (env.ludic): a headless build honours them as before, a windowed build only when R3D_DEV is set to anything but "0", so a shipped game never reaches a debug view, feature kill, file writer or hardware fake. Documented in docs/SHIPPING.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
132deac5bc
commit
2980f050ed
21 changed files with 122 additions and 74 deletions
|
|
@ -341,7 +341,7 @@ function post_tonemap(color_tex: int) -> void {
|
|||
u_f(gpu_uniform(post_p_sharp, "u_amount"), post_sharpen)
|
||||
# R3D_NOGRAIN=1: no film grain, so two frames of a still camera can be compared for what else moves
|
||||
var grain = post_grain
|
||||
if Os.has_env("R3D_NOGRAIN") { grain = F_ZERO }
|
||||
if r3d_env_has("R3D_NOGRAIN") { grain = F_ZERO }
|
||||
u_f(gpu_uniform(post_p_sharp, "u_grain"), grain)
|
||||
u_f(gpu_uniform(post_p_sharp, "u_time"), r3d_time)
|
||||
mesh_draw(post_fs)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue