acdream/docs
Erik 2cbf34a668 perf(rendering): preserve alpha order with bindless particles
Carry each billboard particle's resident texture handle in the instance ABI so stable retail alpha ordering can batch mixed textures without rebinding and redrawing each short texture run. Keep DAT blend transitions as the only billboard draw boundary.

The connected 0xC95B stress scene improved from 6 FPS / 171 ms to about 153 FPS / 6.6 ms at the same roughly 21,000 visible entities. Release build succeeds and all 5,916 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:32:21 +02:00
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architecture perf(rendering): preserve alpha order with bindless particles 2026-07-18 08:32:21 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans feat(selection): port retail offscreen target indicator 2026-07-18 07:41:12 +02:00
research perf(rendering): preserve alpha order with bindless particles 2026-07-18 08:32:21 +02:00
superpowers fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md perf(rendering): preserve alpha order with bindless particles 2026-07-18 08:32:21 +02:00