Per Phase A.5 spec §4.9.2: ClipMap foliage uses binary alpha-cutoff. At N₂=12 horizon distance the pixel-stepped silhouettes are visible. A2C with MSAA 4x produces smooth retail-faithful tree edges. GL context now requests Samples=4. WbDrawDispatcher's opaque pass toggles GL_SAMPLE_ALPHA_TO_COVERAGE on/off around the multi-draw indirect call. mesh_modern.frag's opaque pass now discards only truly-empty (α<0.05) so the GPU derives sample mask from coverage; transparent pass boundary logic is unchanged. MSAA audit: no custom FBOs found — all rendering uses default framebuffer. Sky/particles/ImGui are all MSAA-compatible. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| AcSurfaceMetadata.cs | ||
| AcSurfaceMetadataTable.cs | ||
| AnimatedEntityState.cs | ||
| BindlessSupport.cs | ||
| DrawElementsIndirectCommand.cs | ||
| EntitySpawnAdapter.cs | ||
| ITextureCachePerInstance.cs | ||
| IWbMeshAdapter.cs | ||
| LandblockSpawnAdapter.cs | ||
| WbDrawDispatcher.cs | ||
| WbMeshAdapter.cs | ||