render3d: scratch the frame uses is made with the state, not on first use

Render3dState's cam_planes, gpu_u_tmp, q_scratch, ov_nine_buf, the caster test's four points,
ter_bw, ter_scr and water_saved default to their buffers (as ludic.anim's clip state does), so the
lazy starts in cam_planes_update, gpu_tmp, terrain_height_smooth, ter_scratch, the water pass and
gvk_startup_state go. q_euler makes its views of q_scratch once (guarded on the view now). Compiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 16:30:17 +03:00
parent cd71da9330
commit deb7c0d0c0
7 changed files with 13 additions and 22 deletions

View file

@ -52,7 +52,6 @@ function cam_update(render3d_st: mut Render3dState) -> void {
cam_planes_update(render3d_st)
}
function cam_planes_update(render3d_st: mut Render3dState) -> void {
if render3d_st.cam_planes == null { render3d_st.cam_planes = floats(16) }
let m = render3d_st.cam_vp_clean
for p in 0 .. 4 {
var r = 0