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>
This commit is contained in:
Erik 2026-07-22 07:22:09 +02:00
parent 85239fb373
commit 28e1cf8029
25 changed files with 2679 additions and 844 deletions

View file

@ -377,7 +377,9 @@ void main() { } // depth-only: color writes are masked off by the caller state
_gl.ColorMask(true, true, true, true);
_gl.DepthMask(true);
_gl.DepthFunc(DepthFunction.Less);
_gl.Enable(EnableCap.CullFace);
// Renderers opt into culling locally; the shared frame convention is
// cull-off. Keep this success exit identical to frame-abort recovery.
_gl.Disable(EnableCap.CullFace);
_gl.CullFace(TriangleFace.Back);
_gl.FrontFace(FrontFaceDirection.CW);
_gl.UseProgram(0);