ludic/packages/ludic.render3d
Orkuncakilkaya 6dfdee75e2 fix(render3d): a lake can be the mirrored water, with its own wet shore
A reflecting body is clipped to its ellipse like every other unless it is an
unbounded sea, so a map whose reflection belongs to its lake (Maroon Lake, once
its sea sits below it) does not draw that lake's level over every hollow in the
survey. The terrain's wet shore and its forest and scree gates read the carved
lake's line inside its outline (u_lake), the rule grass already used. SPIR-V
regenerated.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 15:15:28 +03:00
..
shaders fix(render3d): a lake can be the mirrored water, with its own wet shore 2026-09-16 15:15:28 +03:00
actor.ludic render3d: the reflection draws an actor when its mirror image is in view; reflection CPU in R3D_PROF 2026-09-15 18:25:05 +03:00
assets.manifest feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
camera.ludic feat(render3d): DLSS super resolution and Reflex through NVIDIA Streamline 2026-09-15 19:26:12 +03:00
collide.ludic feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
daylight.ludic feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
drawstats.ludic feat(render3d): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind 2026-09-15 14:39:33 +03:00
FEATURES.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
fmath.ludic feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do 2026-09-15 09:52:12 +03:00
gltf.ludic render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default 2026-09-15 16:44:00 +03:00
gpu.ludic feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
gpu_manifest.ludic feat(render3d): read the SPIR-V manifest the way a Vulkan backend will 2026-09-15 10:41:43 +03:00
gpu_vk.ludic feat(render3d): mesh-shader grass 2026-09-15 20:20:42 +03:00
gpu_vk_draw.ludic feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
gpu_vk_res.ludic feat(render3d): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +03:00
grass.ludic perf(render3d): mesh-shader grass dispatches each tile with its own count; not yet counted as implemented 2026-09-15 20:40:47 +03:00
mesh.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
overlay.ludic feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
package.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
post.ludic feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
prof.ludic render3d: actors cast only into the cascades they can shade; Vulkan GPU timings and a mean frame split in R3D_PROF 2026-09-15 18:03:31 +03:00
programs.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
quat.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
r3d.ludic feat(render3d): DLSS super resolution and Reflex through NVIDIA Streamline 2026-09-15 19:26:12 +03:00
render.ludic feat(render3d): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +03:00
scatter.ludic render3d: actors cast only into the cascades they can shade; Vulkan GPU timings and a mean frame split in R3D_PROF 2026-09-15 18:03:31 +03:00
shadow.ludic render3d: actors cast only into the cascades they can shade; Vulkan GPU timings and a mean frame split in R3D_PROF 2026-09-15 18:03:31 +03:00
skin.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
sky.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
stream.ludic feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
streamline.ludic feat(render3d): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +03:00
terrain.ludic fix(render3d): a lake can be the mirrored water, with its own wet shore 2026-09-16 15:15:28 +03:00
texture.ludic feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
water.ludic fix(render3d): a lake can be the mirrored water, with its own wet shore 2026-09-16 15:15:28 +03:00