- r3d_open opens the window with nothing baked; r3d_load_count / r3d_load_step run the rest (sky and light, terrain, shadow and screen targets, cover and actors, grass) so a game can present a loading frame between them. r3d_init is the same calls in a row. - sky_set_quality(width): the prefiltered sky light at 256 / 512 / 1024, baked again. - post_set_msaa(samples): multisampling on OpenGL, remade in place (post_msaa_live is false on Vulkan); post_free frees the multisampled framebuffer too. - STREAM_BUDGET_US is a variable; r3d_fog_scale multiplies the fog the day sets. - Vulkan buffers carry UNIFORM_BUFFER usage: the frame's ring is bound as uniform buffers and was created without it (VUID-VkWriteDescriptorSet-descriptorType-00330, found on MoltenVK). OpenGL frames at the five viewpoints unchanged; the game's 59 self-tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
11 lines
633 B
Markdown
11 lines
633 B
Markdown
bump: minor
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type: feat
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**More of the renderer's quality is a switch a game can offer.**
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- `sky_set_quality(width)`: the prefiltered sky light at 256, 512 or 1024 wide (half as tall),
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baked again at once.
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- `post_set_msaa(samples)`: 1, 2 or 4 samples for the scene on OpenGL, remaking the screen targets in
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place (`post_msaa_live()` is false on Vulkan, which has no sample counts yet); `post_free` now
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frees the multisampled framebuffer too.
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- `STREAM_BUDGET_US` is a variable: the microseconds a frame may spend generating streamed cover.
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- `r3d_fog_scale`: a multiplier over the fog density the daylight and the weather set.
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