acdream/src/AcDream.App/Rendering/Wb
Erik 54d17eb446 perf(rendering): retain packed classification
Retain appearance classification per projection while refreshing transforms, clip slots, lights, selection lighting, and group instance payloads each frame. Incomplete resources and active animation remain on the live classification path, and only an exact full packed comparison acknowledges scene dirtiness.
2026-07-25 02:46:40 +02:00
..
AnimatedEntityState.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
BindlessSupport.cs refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
BufferUsageExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
Building.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
BuildingLoader.cs perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
BuildingRegistry.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
CachedBatch.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
ContiguousRangeAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
DebugRenderSettings.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
DrawElementsIndirectCommand.cs phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure 2026-05-08 20:25:29 +02:00
EntityClassificationCache.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
EntitySpawnAdapter.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EnvCellLandblockBuild.cs fix(render): eliminate EnvCell identity collisions 2026-07-24 13:44:56 +02:00
EnvCellLandblockPublication.cs perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
EnvCellMeshPreparationScheduler.cs perf(render): consume prepared mesh package at runtime 2026-07-24 15:07:25 +02:00
EnvCellRenderer.cs perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
EnvCellSceneryInstance.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
EnvCellVisibilitySnapshot.cs fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause) 2026-05-27 19:08:49 +02:00
GeometryUtils.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
GLHelpers.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GlobalMeshBuffer.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
GLSLShader.cs refactor(app): compose world rendering startup 2026-07-22 16:46:05 +02:00
GLStateScope.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GpuMemoryTracker.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
GpuRetiredRangeAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GroupKey.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
IEntityTextureLifetime.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
InstanceData.cs fix(O-T4): address spec-review findings — InstanceData + using cleanups 2026-05-21 16:50:05 +02:00
IWbMeshAdapter.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
LandblockSpawnAdapter.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ManagedGLFrameBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLIndexBuffer.cs feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
ManagedGLTexture.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ManagedGLTextureArray.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
ManagedGLUniformBuffer.cs refactor(app): compose world rendering startup 2026-07-22 16:46:05 +02:00
ManagedGLVertexArray.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
ManagedGLVertexBuffer.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
MeshUploadCaches.cs fix(streaming): prepare quiesced destination entities 2026-07-24 20:21:57 +02:00
MeshUploadFrameBudget.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ModernRenderData.cs feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
ObjectMeshManager.cs fix(streaming): prepare quiesced destination entities 2026-07-24 20:21:57 +02:00
OpenGLGraphicsDevice.cs chore(render): delete dead ParticleBatcher chain (2026-07-24 audit review) 2026-07-24 11:49:46 +02:00
PackedProjectionClassificationCache.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
RenderStateCache.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
RetryableResourceReleaseLedger.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
SceneData.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureAtlasManager.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
TextureAtlasSlotAllocator.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
TextureFormatExtensions.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TextureParameters.cs feat(O-T3): extract GL infrastructure to AcDream.App 2026-05-21 16:00:31 +02:00
TrackedGlResource.cs refactor(app): compose world rendering startup 2026-07-22 16:46:05 +02:00
WbDrawDispatcher.cs fix(rendering): normalize empty dispatcher evidence 2026-07-25 02:17:42 +02:00
WbDrawDispatcher.PackedOracle.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
WbFrustum.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
WbMeshAdapter.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
WbRenderPass.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00
WbTextureResolutionPolicy.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00