feat(render3d): replace the world at run time, water bodies, terrain_sea

terrain_reload/terrain_unload release one map's height field, survey, photograph
and patch bounds and generate another at any TERRAIN_HALF; scatter_clear_all
(with streams), actor_clear_all, col_reset and mesh_free empty the scene;
water_body_add/water_bodies_clear draw several still-water planes with one
reflecting; terrain_sea separates the coast's sea level from the carved lake's,
and grass keeps off both. Fixes CDLOD patch bounds for TERRAIN_HALF != 4096 and
water_init leaking a mesh and program per call. examples/rendering/reload.ludic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-13 00:03:40 +03:00
parent 70bda0c4df
commit a4a3d75cd9
13 changed files with 308 additions and 19 deletions

View file

@ -307,3 +307,10 @@ function actor_draw_casters(light_vp: words) -> void {
actor_draw_one(a, ap, true)
}
}
# every actor off the stage at once, for a world being replaced. Actors own no GL objects;
# their models belong to whoever loaded them.
function actor_clear_all() -> void {
ac_actors = new []Actor
outline_clear()
}