refactor(render): flush alpha at retail walk barriers
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3 changed files with 15 additions and 24 deletions
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@ -189,10 +189,8 @@ internal sealed partial class RetailPViewPassExecutor
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/// <item><see cref="ClearInteriorDepth"/>/<see cref="DrawExitSeals"/> →
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/// caller-supplied actions (the renderer owns the pass scope and the
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/// root-flood seal iteration; the adapter only provides the turns).</item>
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/// <item><see cref="AlphaBarrier"/> → <c>FlushLandscapeAlphaFartherThan</c>
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/// (the <c>DrawBuilding</c> barrier; retail's flush-all
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/// <c>FlushAlphaList(0f)</c> @0x0059f30b is the FW4 adjudication
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/// candidate recorded on the driver's interface).</item>
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/// <item><see cref="AlphaBarrier"/> → <c>FlushLandscapeAlpha</c>, retail's
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/// flush-all <c>FlushAlphaList(0f)</c> @0x0059f30b.</item>
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/// </list>
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/// </summary>
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internal sealed class WalkProductionLeafRenderer : IWalkFrameLeafRenderer
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@ -257,6 +255,5 @@ internal sealed class WalkProductionLeafRenderer : IWalkFrameLeafRenderer
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public void DrawPunchFan(WalkPolygon worldPolygon, int activeViewIndex) =>
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_passes.DrawWalkPunchFan(_frame, _clipAssembly, worldPolygon, activeViewIndex);
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public void AlphaBarrier(float viewerDistance) =>
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_passes.FlushLandscapeAlphaFartherThan(viewerDistance);
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public void AlphaBarrier() => _passes.FlushLandscapeAlpha();
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}
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