fix(render): S3 chunk 3 round 2 follow-up — the StreamMark pin now fires real StreamMarks
The re-expressed F4(c) pin installed an empty landscape view, so nothing classified visible, the ordered stream never grew, and no StreamMark fired: the one behavior round 2 changes was unpinned (review finding). The test now installs a real full-viewport view and records the trace, asserting two FLUSH lines ahead of the merged three-cell terrain batch. The LandCell doc no longer claims an identical submission order; the resolved image is identical (opaque-vs-opaque order is depth-resolved, every observable order still flushes first). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@ -302,9 +302,10 @@ internal enum WalkFrameEventKind : byte
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/// ONLY opaque batches, depth test AND write on, no blending, so opaque
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/// terrain and opaque statics resolve identically in either submission
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/// order. A particle turn whose cell has no renderable emitter submits
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/// nothing and keeps the batch open (fix round 1, F2). The GPU
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/// submission order is therefore identical to replaying each cell
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/// alone.</summary>
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/// nothing and keeps the batch open (fix round 1, F2). The resolved image is therefore identical to replaying each cell
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/// alone: every event whose GPU order against opaque terrain is
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/// observable still flushes first (§9.7 F10), and opaque-vs-opaque
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/// order is depth-resolved.</summary>
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LandCell,
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/// <summary><see cref="IWalkFrameLeafRenderer.DrawCellShell"/> —
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