fix(render3d): outline_model's batch survives the whole frame

A frame is drawn by more than one pass - a shadow map, a water reflection, the
scene - and actor_draw runs in each. An Actor's rim survives that because it is
a field on the actor; the queue did not, because the first pass to run emptied
it. A queued outline was drawn into whichever target came first and was gone by
the time the scene was drawn, so nothing appeared with every uniform, matrix
and mesh correct - which took a while to find.

A flush now closes the batch rather than clearing it, and the next
outline_model opens a new one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-11 15:43:16 +03:00
parent ee2595e139
commit 3137df4fe6
2 changed files with 21 additions and 2 deletions

View file

@ -213,8 +213,15 @@ property OutlineReq {
}
var ac_oq: []OutlineReq = null
var ac_oq_n: int = 0 # live entries; the array is kept and reused
# A frame is drawn by more than one pass - a shadow map, a water reflection, the scene -
# and actor_draw runs in each of them. An Actor survives that because its rim is a field
# on the actor; a queue does not, if the first pass empties it. So a flush CLOSES the
# batch rather than clearing it, and the next add opens a new one: every pass in a frame
# sees the same requests, and the caller needs no frame hook.
var ac_oq_closed: bool = true
function outline_model(m: Model, mat: words, width: int, r: int, g: int, b: int) -> void {
if m == null or mat == null or width == 0 { return }
if ac_oq_closed { ac_oq_n = 0; ac_oq_closed = false }
if ac_oq == null { ac_oq = new []OutlineReq }
var q: OutlineReq = null
if ac_oq_n < len(ac_oq) { q = ac_oq[ac_oq_n] } else { q = new OutlineReq; q.mat = m4_new(); push(ac_oq, q) }
@ -222,7 +229,7 @@ function outline_model(m: Model, mat: words, width: int, r: int, g: int, b: int)
m4_copy(q.mat, mat)
ac_oq_n += 1
}
function outline_clear() -> void { ac_oq_n = 0 }
function outline_clear() -> void { ac_oq_n = 0; ac_oq_closed = true }
function actor_draw() -> void {
if ac_actors == null { return }
@ -271,7 +278,7 @@ function actor_draw_outlines() -> void {
u_f(ap.l_skin, F_ZERO)
for k in 0 .. len(q.model.prims) { mesh_draw(q.model.prims[k].mesh) }
}
ac_oq_n = 0
ac_oq_closed = true
gl_cull_face(GL_BACK)
}
function actor_draw_outline_one(a: Actor, ap: AcProg) -> void {