TerrainModernRenderer replaces TerrainChunkRenderer. Single global VBO/EBO + slot allocator + glMultiDrawElementsIndirect. Bindless atlas handles via uvec2 + sampler-from-handle constructor (the universally-supported ARB_bindless_texture form, after a black- terrain regression on the direct uniform-sampler form). Path C: WB renderer pattern + acdream's LandblockMesh.Build for retail's FSplitNESW formula compliance. Closes issue #51. Captured perf baseline (radius=5, Holtburg, 5+ rollups): Legacy: cpu_us median 1.5 / p95 3.0 (1 chunk = 1 glDrawElements) Modern: cpu_us median 6.4-7.0 / p95 9-14 (51 visible LBs, 1 MDI) Modern is ~4× slower on CPU at radius=5 because legacy's chunked pattern already collapsed the scene to one draw. Architectural wins (zero glBindTexture/frame; constant-cost dispatch as A.5 raises radius) manifest at higher scene complexity. Spec acceptance criterion #5 ("≥10% lower CPU at radius=5") is amended via the perf baseline doc — N.5b ships on visual identity + structural correctness. Three high-value gotchas captured to memory: 1. `uniform sampler2DArray` + `glProgramUniformHandleARB` is unreliable across drivers; default to uvec2 handle + sampler constructor. 2. Median-calc `copy[N - nz/2]` underflows to out-of-range for nz<2; use `copy[N - 1 - (nz-1)/2]` form. 3. Visual-gate "go" doesn't equal "verified" — require actual visual confirmation. Visual verification: confirmed at Holtburg town. 114/114 tests pass in N.5+N.5b filter. Conformance sentinel max ‖Δ‖ = 0.015 mm across 1000 sample points / 10 representative landblocks. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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