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2 commits

Author SHA1 Message Date
9b482d609a render3d: recycle texture and buffer ids, free a released model whole, actor_release
A freed texture or buffer id goes on a spare list the next one takes; tex_note_size keeps sizes by id.
model_release frees prims, meshes, material names, the skin and leaves gltf_cached. actor_release
takes an actor off the stage and actor_new reuses its record (ECS's Things come and go all day).
steady.ludic: an actor round at 0 bytes over 2000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:00:53 +03:00
e634177ca4 feat(render3d): 23.4 - model_release, shared textures counted, and scatter layers sized to what they hold
- model_release(model) frees each primitive's mesh, and each texture once no other model uses it:
  the glTF texture cache counts the primitives using each texture (a path loaded again, and a LOD
  chain borrowing its LOD0's material, each take a reference); the last one frees the texture and
  forgets it along with any remembered material naming it, so a later load is a fresh one
- a scatter layer's instance and sort arrays start at 256 and double as layer_add or a stream
  fills them, to the layer's cap, instead of the whole cap up front (0.4 GB in Maroon Lake)
- gvk_tex_read's copy struct comes from the scratch ring
- examples/rendering/release.ludic holds it (RELEASE OK on Vulkan and OpenGL), in the suite

smooth renders pixel-identical before and after (max |d| 0). ludic-dev test 306/306.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:34:14 +03:00