feat(gl): OpenGL 4.1 and the ludic.render3d renderer
`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the platform gl3.h with every GL_* constant, generated by `ludic-dev glgen` with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the existing window at Retina resolution; headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. It links gl.ll, the thunks and OpenGL.framework only when used; every other build stays byte-identical. packages/ludic.render3d is a physically based renderer written on that surface: HDRI image-based lighting, GPU-generated terrain with scanned PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced vegetation with impostors, procedural grass, water, SSAO, and an HDR pipeline with bloom, auto-exposure and ACES. It also carries this session's work on it: the terrain at half its cost (10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer you played, a resize that emptied the world, and the packaging that lets a game use the renderer from its own repository — `ludic assets`, the material manifest shipping with the package, and shader lookup falling back to the install root. See changes/ for each, with its numbers. The camping game that drove all of it has moved out to its own repository, Maroon Lake; examples/rendering/smooth.ludic stays as the renderer's example here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -1013,6 +1013,9 @@ literal; test any pointer/record/slice with `x == null` / `x != null` (an unset
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# control quit() print(x) (a value + newline)
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# convert str(x) -> str (int/bool/fixed -> text)
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# length len(x) -> int (elements of a slice, or bytes of a string)
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# OpenGL Gl.<snake_name>(…) every OpenGL 4.1 core entry point (glBindBuffer -> Gl.bind_buffer,
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# GL_* constants as-is) float/double parameters take fixed; buffers are bytes/words
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# Gl.open(width,height,title) Gl.swap() Gl.screenshot(path) Gl.program(vs,fs) Gl.vao() Gl.floats(n) …
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# process arg_count()->int arg(i)->str (the command line; argv[0] included)
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# exit(code) run(cmd) getenv(name) read_char()->int
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# file_stderr()->ptr file_stdout()->ptr (handles for file_write)
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