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

@ -763,12 +763,8 @@ function gvk_startup_state(render3d_st: mut Render3dState) -> void {
for i in 0 .. 4096 { render3d_st.gvk_pc_last[i] = -1 }
render3d_st.gg_rb = words(4); render3d_st.gg_cb = words(1); render3d_st.gg_bufs = words(3)
render3d_st.gg_texs = words(3); render3d_st.gg_pr = words(48)
if render3d_st.gpu_u_tmp == null { render3d_st.gpu_u_tmp = words(4) }
if render3d_st.gpu_unit_2d == null {
render3d_st.gpu_unit_2d = words(32)
for i in 0 .. 32 { render3d_st.gpu_unit_2d[i] = -1 }
}
if render3d_st.cam_planes == null { render3d_st.cam_planes = floats(16) }
if render3d_st.ov_nine_buf == null { render3d_st.ov_nine_buf = floats(16) }
if render3d_st.ac_lp0 == null { render3d_st.ac_lp0 = floats(3); render3d_st.ac_lpx = floats(3); render3d_st.ac_lpy = floats(3); render3d_st.ac_lpz = floats(3) }
}