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>
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7 changed files with 13 additions and 22 deletions
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@ -52,7 +52,6 @@ function cam_update(render3d_st: mut Render3dState) -> void {
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cam_planes_update(render3d_st)
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}
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function cam_planes_update(render3d_st: mut Render3dState) -> void {
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if render3d_st.cam_planes == null { render3d_st.cam_planes = floats(16) }
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let m = render3d_st.cam_vp_clean
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for p in 0 .. 4 {
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var r = 0
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