From a90c58eb091ccbf7c1dda9862dcccd239e355927 Mon Sep 17 00:00:00 2001 From: Orkuncakilkaya Date: Sun, 13 Sep 2026 04:18:38 +0300 Subject: [PATCH] chore(release): v0.13.3 --- CHANGELOG.md | 11 +++++++++++ VERSION | 2 +- changes/foliage-prepass.md | 9 --------- 3 files changed, 12 insertions(+), 10 deletions(-) delete mode 100644 changes/foliage-prepass.md diff --git a/CHANGELOG.md b/CHANGELOG.md index 6abf3723..872ec0c7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,6 +7,17 @@ change type. Preview the next one with `ludic dev release --dry-run`. A released section may carry a hand-written summary paragraph above its groups (v0.2.0 has one); the generated bullets below it are not edited by hand. +## v0.13.3 — 2026-09-13 + +### Performance + +- **Dense forest renders faster** — a depth prepass for the near tree foliage in `ludic.render3d`. + + A crown of needle cards is many cut-out quads deep, and a shader that can `discard` turns + early depth rejection off, so every card behind the front one ran the full lighting shader. + In a dense stand at 3840x2160 that made the vegetation pass the largest in the frame. The near + tree LODs now write depth first with `depth.frag` (the same alpha coverage test), the terrain + beneath them is rejected before shading, and the lit pass draws them with no `discard` and an equal depth test. `R3D_NOPREPASS=1` restores the old path for comparison. ## v0.13.2 — 2026-09-13 ### Fixes diff --git a/VERSION b/VERSION index 9beb74d4..288adf53 100644 --- a/VERSION +++ b/VERSION @@ -1 +1 @@ -0.13.2 +0.13.3 diff --git a/changes/foliage-prepass.md b/changes/foliage-prepass.md deleted file mode 100644 index 88a9ade1..00000000 --- a/changes/foliage-prepass.md +++ /dev/null @@ -1,9 +0,0 @@ -bump: patch -type: perf -**Dense forest renders faster** — a depth prepass for the near tree foliage in `ludic.render3d`. - -A crown of needle cards is many cut-out quads deep, and a shader that can `discard` turns -early depth rejection off, so every card behind the front one ran the full lighting shader. -In a dense stand at 3840x2160 that made the vegetation pass the largest in the frame. The near -tree LODs now write depth first with `depth.frag` (the same alpha coverage test), the terrain -beneath them is rejected before shading, and the lit pass draws them with no `discard` and an equal depth test. `R3D_NOPREPASS=1` restores the old path for comparison.