render3d: stream_capture runs the game's own fill for a chunk outside any frame, for the bake
stream_capture(s, cx, cz, band) points the stream at a chunk of its own (made on the first capture), calls the registered r3d_stream_fill for that cell and band, and returns how many instances it emitted; stream_captured(i, k) reads them from stream_scratch. Build-time only; nothing in a frame calls it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -829,6 +829,7 @@ export state Render3dState {
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ter_ortho_tex: int = 0 # a photograph of the same window, draped with distance
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ter_carpet: int = 0 # the distant-grass carpet (carpet_bake), 0 = none
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ter_shadow_tex: int = 0 # height-field sun shadow: R32F, the lowest lit height
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stream_capture_c: Chunk = null # the bake's capture chunk (stream_baked.ludic)
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sb_rec: floats = floats(8) # one decoded baked record, reused (stream_baked.ludic)
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tt_dir: string = "" # terrain_tiles_to: where a map's tiles are written ("" keeps the whole copies)
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tt_key: string = ""
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