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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@ -313,3 +313,16 @@ function stream_update_all() -> void {
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stream_deadline = gl_now_us() + STREAM_BUDGET_US
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for i in 0 .. len(stream_all) { stream_update(stream_all[i], cam_pos[0], cam_pos[2]) }
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}
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# every stream and its cached chunks, for a world being replaced (scatter_clear_all)
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function stream_clear_all() -> void {
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if stream_all == null { return }
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for i in 0 .. len(stream_all) {
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let s = stream_all[i]
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if s.chunks != null { for c in 0 .. len(s.chunks) { if s.chunks[c].data != null { free(s.chunks[c].data) } } }
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if s.keys != null { free(s.keys) }
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if s.htab != null { free(s.htab) }
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if s.bands != null { free(s.bands) }
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}
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stream_all = null
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}
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