docs(architecture): plan GameWindow render-frame extraction
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@ -179,7 +179,7 @@ src/AcDream.App/
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├── RuntimeOptions.cs # typed startup options (Rule 4)
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├── Rendering/
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│ ├── GameWindow.cs # thin: GL/window lifecycle + delegates per-frame to RenderFrameOrchestrator
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│ ├── RenderFrameOrchestrator.cs # per-frame draw order (sky → terrain → opaque → trans → particles → debug → UI)
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│ ├── RenderFrameOrchestrator.cs # GPU-flight boundary + typed world/private/UI render phases
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│ ├── LiveEntityAnimationScheduler.cs # shipped: ordinary live-object update workset
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│ ├── LiveEntityAnimationPresenter.cs # final part-pose/mesh/effect composition after scheduler output
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│ ├── RetailStaticAnimatingObjectScheduler.cs # shipped: separate static-animation workset
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@ -606,6 +606,10 @@ registered; this behavior-preserving extraction introduced no new divergence.
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#### Slice 7 — extract `RenderFrameOrchestrator`
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Detailed execution ledger:
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[`docs/plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md`](../plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md)
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(active).
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Move the complete draw graph and its reusable frame-local scratch state into a
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GL-owning App collaborator. Preserve the exact modern pipeline order, clip
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routing, PView flood, landscape/opaque/shared-alpha flush boundaries,
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