render3d: the shadow array holds only the cascades a fog wall needs, and a thick fog takes the whole sky
A cascade that begins past the wall was fitted and cleared every frame for nothing: the array is now made with the ones that begin inside it (2 at 30 m, 3 at 175 m, 5 without a fog) and made again when the wall changes that count; shadow maps 80 -> 32 MB at 30 m, 48 MB at 175 m. A layer the array lacks clamps to its last, read only past the wall where everything is fogged. The sky: at walls of 110 m and nearer the whole sky is the fog's colour, overhead too, with a soft glow at the sun or moon and no stars or clouds through it, easing out by 175 m; from 175 m on the horizon band alone, and off as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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6 changed files with 40 additions and 3 deletions
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@ -199,6 +199,7 @@ export state Render3dState {
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gvk_al_tag: []int = null # per allocation id: owner * 4 + image * 2 + host (vkmem_report.ludic)
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gvk_tag: int = 0 # the owner allocations are made for now (VKM_*)
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vkmem_at: int = 0 # R3D_VKMEM=<frame>: the report is printed at that frame
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sh_layers: int = 5 # the shadow array's layers: the cascades the fog wall needs (shadow_fog)
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fog_imp_released: int = 0 # impostor atlases let go under a fog wall (fog_impostors.ludic)
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fog_imp_rebaked: int = 0
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fog_imp_rebake_us: int = 0
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