refactor(render): flush alpha at retail walk barriers

This commit is contained in:
Erik 2026-08-31 04:25:34 +02:00
parent 877e935ac4
commit a40a57b9b3
3 changed files with 15 additions and 24 deletions

View file

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