ludic/packages/ludic.render3d
Orkuncakilkaya eb1cd3e01a render3d: HUD text, panels and images share a draw - the font stays bound and each vertex says what it reads
A panel and its label alternated the white and font textures, and every switch closed the overlay's
draw range: 77-91 ranges a frame in town. The font atlas is now bound beside the image texture for the
whole flush, and v carries 4 x the vertex's mode (0 image, 1 font, 2 flat colour) on top of its real
coordinate, so only a different image texture or a clip rectangle closes a range. Town: 24 ranges.
OpenGL frames byte-identical at all five viewpoints; MoltenVK with validation adds no message.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 17:14:53 +03:00
..
shaders render3d: HUD text, panels and images share a draw - the font stays bound and each vertex says what it reads 2026-09-15 17:14:53 +03:00
actor.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
assets.manifest feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
camera.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +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 render3d: grass in chunks of 256 tiles a draw, flower casters only into the cascades they reach 2026-09-15 16:58:53 +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 perf(render3d): Vulkan device memory in blocks, and a shadow map that survives running out of it 2026-09-15 15:44:21 +03:00
gpu_vk_draw.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
gpu_vk_res.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
grass.ludic render3d: grass in chunks of 256 tiles a draw, flower casters only into the cascades they reach 2026-09-15 16:58:53 +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 render3d: HUD text, panels and images share a draw - the font stays bound and each vertex says what it reads 2026-09-15 17:14:53 +03:00
package.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
post.ludic render3d(vulkan): MSAA - multisampled renderbuffers, resolved in a draw-less pass 2026-09-15 16:21:52 +03:00
prof.ludic feat(render3d): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind 2026-09-15 14:39:33 +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): R3D_DRAWSTATS - every draw a frame makes, by pass, program and kind 2026-09-15 14:39:33 +03:00
render.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
scatter.ludic render3d: grass in chunks of 256 tiles a draw, flower casters only into the cascades they reach 2026-09-15 16:58:53 +03:00
shadow.ludic perf(render3d): Vulkan device memory in blocks, and a shadow map that survives running out of it 2026-09-15 15:44:21 +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
terrain.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
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 refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00