n x n samples of chunk (i, j) of a size_m grid from the terrain's corner, row-major into the caller's buffer with nothing allocated, each the (1 4 1) / 6 B-spline filter of the texels under it (ter_spline_at): what ludic.physics' jph_shape_heightfield_bspline makes of the whole map, so a chunk's physics ground matches the drawn one and its neighbours' to the bit. The read-back lives for the whole map (terrain_generate to terrain_unload). examples/rendering/chunks.ludic, in the suite, checks the shared edges, a sample against the filter by hand, and a short buffer refused. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
42 lines
1.3 KiB
Text
42 lines
1.3 KiB
Text
# ============================================================================
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# ludic.render3d — a physically based 3D renderer on Gl.* (OpenGL 4.1 core).
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# Import this one file, and register what a frame draws: r3d_on_draw, r3d_on_casters and, for a
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# streamed layer, r3d_on_stream_fill (hooks.ludic).
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# ============================================================================
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numbers float # the renderer's numbers are floats whoever imports it
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import "env.ludic"
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import "hooks.ludic"
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import "fmath.ludic"
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import "gpu.ludic"
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import "gpu_manifest.ludic"
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import "gpu_vk.ludic"
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import "gpu_vk_res.ludic"
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import "gpu_vk_bc.ludic"
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import "texture_dds.ludic"
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import "prof.ludic"
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import "drawstats.ludic"
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import "programs.ludic"
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import "texture.ludic"
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import "mesh.ludic"
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import "gpu_vk_draw.ludic"
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import "camera.ludic"
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import "sky.ludic"
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import "daylight.ludic"
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import "terrain.ludic"
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import "terrain_chunks.ludic"
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import "overlay.ludic"
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import "shadow.ludic"
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import "post.ludic"
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import "quat.ludic"
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import "gltf.ludic"
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import "gltf_release.ludic"
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import "skin.ludic"
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import "scatter.ludic"
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import "actor.ludic"
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import "stream.ludic"
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import "grass.ludic"
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import "grass_gpu.ludic"
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import "water.ludic"
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import "streamline.ludic"
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import "render.ludic"
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import "safe_api.ludic"
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