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feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents
@ClearColor(0xRRGGBB) declares the framebuffer clear colour, so the engine
owns the per-frame clear and flip: the Render phase clears to the colour at
the top and presents after the handlers run. Games drop the repeated
Screen.clear(color)/Screen.show() boilerplate, and the colour is configured
declaratively (an annotation) rather than in the handler body. Opt-in and
backward-compatible: a program with no @ClearColor is byte-for-byte identical
(it clears/presents itself, or the light system owns the present).

Parser reads @ClearColor(int) into g_clear_color/g_has_clear_color;
emit_game_main emits rt_clear before and rt_present after the Render phase,
gated on the flag. Example clear_color (pixel-readback verified — an undrawn
pixel holds the clear colour, proving the engine cleared), docs page +
inventory entry. Full suite 108/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:10:44 +03:00
..
language feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
site chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
CONTROLLERS.md feat(core): #77 ship canonical Position/Body/Collider from ludic.core package 2026-09-02 06:46:06 +03:00
PACKAGES.md docs(pkg): document @Namespace / @EngineSystem / @System + package hooks (#62) 2026-09-01 12:31:47 +03:00
RFC-POSITION-TYPES.md feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00