refactor(render): extract world scene frame owner
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup. Co-authored-by: Codex <codex@openai.com>
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25 changed files with 2679 additions and 844 deletions
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@ -377,7 +377,9 @@ void main() { } // depth-only: color writes are masked off by the caller state
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_gl.ColorMask(true, true, true, true);
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_gl.DepthMask(true);
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_gl.DepthFunc(DepthFunction.Less);
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_gl.Enable(EnableCap.CullFace);
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// Renderers opt into culling locally; the shared frame convention is
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// cull-off. Keep this success exit identical to frame-abort recovery.
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_gl.Disable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.FrontFace(FrontFaceDirection.CW);
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_gl.UseProgram(0);
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