fix(render3d): a rim from outline_model goes out when the caller stops asking
The queue was only emptied by the next outline_model call, so the last highlighted tree kept its rim after the player looked away. r3d_frame now calls outline_frame, which drops a batch the previous frame closed and nobody reopened. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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changes/outline-queue-stale.md
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changes/outline-queue-stale.md
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@ -0,0 +1,6 @@
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bump: patch
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type: fix
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**A rim from `outline_model` no longer stays on after the caller stops asking** — the queue
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was only emptied by the next `outline_model` call, so a game that highlights what the
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crosshair is on left the last highlighted tree outlined for good once the player looked
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away. `r3d_frame` now drops a batch nobody reopened this frame (`outline_frame`).
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@ -230,6 +230,11 @@ function outline_model(m: Model, mat: words, width: int, r: int, g: int, b: int)
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ac_oq_n += 1
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}
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function outline_clear() -> void { ac_oq_n = 0; ac_oq_closed = true }
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# Called at the top of every frame. A batch the last frame closed and nobody has reopened
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# since is stale: the caller stopped asking. Without this it was drawn for ever - flush
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# closes a batch but only the NEXT outline_model call empties it, so looking away from a
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# highlighted tree left its rim on until something else was highlighted.
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function outline_frame() -> void { if ac_oq_closed { ac_oq_n = 0 } }
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function actor_draw() -> void {
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if ac_actors == null { return }
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@ -124,6 +124,7 @@ function r3d_resize() -> void {
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print(`r3d: resized to {gl_w}x{gl_h}`)
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}
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function r3d_frame(time: int) -> void {
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outline_frame()
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if not r3d_ready { return }
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if gl_resize_check() { r3d_resize() }
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# R3D_RESIZE_AT=<frame>: rebuild every screen-sized buffer mid-run, as a window resize
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