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>
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13 changed files with 308 additions and 19 deletions
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@ -108,3 +108,12 @@ function col_clear(x0: int, z0: int, x1: int, z1: int, r: int) -> bool {
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}
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return true
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}
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# No colliders, ready for another map's. The cell index is sized from TERRAIN_HALF on its
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# first build and kept, so it is released too: a larger map would overrun the old one.
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function col_reset() -> void {
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col_n = 0
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col_built = false
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if col_start != null { free(col_start); col_start = null }
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if col_sorted != null { free(col_sorted); col_sorted = null }
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}
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