acdream/src/AcDream.App/Rendering
Erik bf53cb4fce phase(N.4): WbMeshAdapter.Tick — drain WB pipeline queues per frame
Without this, ObjectMeshManager.StagedMeshData and
OpenGLGraphicsDevice._glThreadQueue grow unbounded as background
workers prep mesh data + queue GL actions. Visual stress test of
flag-on at radius 7 showed real FPS drop and rising frame latency
from this leak.

Tick() drains both queues:
1. _graphicsDevice.ProcessGLQueue() applies pending GL state.
2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData
   to materialize VAO/VBO/IBO for each prepared mesh.

Wired into GameWindow's render loop before draw work begins.
No-op when adapter is uninitialized or disposed.

Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads
without the prioritization heuristics (we're not yet drawing the
results — Task 22's WbDrawDispatcher will add prioritization when
visual budget matters).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:24:32 +02:00
..
Shaders feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
Sky refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
Wb phase(N.4): WbMeshAdapter.Tick — drain WB pipeline queues per frame 2026-05-08 14:24:32 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(app): Phase B.2 — CameraController chase mode 2026-04-12 14:29:47 +02:00
CellVisibility.cs feat(render): portal-based EnvCell visibility (Step 4) 2026-04-13 22:20:52 +02:00
ChaseCamera.cs fix(camera): pin chase-camera Z to last-grounded while airborne 2026-04-26 18:23:02 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs phase(N.4): WbMeshAdapter.Tick — drain WB pipeline queues per frame 2026-05-08 14:24:32 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
InstancedMeshRenderer.cs fix(N.4) Adjustment 2: revert Task 9 renderer-level routing 2026-05-08 13:48:30 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
SamplerCache.cs refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
StaticMeshRenderer.cs fix(app): multi-point Z sampling + never-cull player landblock 2026-04-12 21:29:54 +02:00
TerrainAtlas.cs refactor(N.3): thread isAdditive + substitute 5 decode methods with WB TextureHelpers 2026-05-08 11:32:37 +02:00
TerrainChunkRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
TerrainRenderer.cs perf(terrain): single shared VAO/VBO/EBO for all landblocks 2026-04-13 21:30:43 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs refactor(N.3): thread isAdditive + substitute 5 decode methods with WB TextureHelpers 2026-05-08 11:32:37 +02:00