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path: root/docs/tomes/05-render.md
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* perf(render): retain static mesh prefixes between framesValentin Popov13 hours1-0/+15
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* fix(render): animate sky layers on the native UV clockValentin Popov14 hours1-2/+7
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* fix(render): select terrain LOD from native camera cellsValentin Popov14 hours1-8/+37
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* fix(capture): replay the projection used by world geometryValentin Popov15 hours1-0/+6
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* fix(render): select native Land2 multitexture variantsValentin Popov15 hours1-3/+23
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* feat(fx): play ambient Control sound commandsValentin Popov16 hours1-0/+11
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* fix(render): use native squared distance for vertex fogValentin Popov19 hours1-0/+3
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* fix(render): scale Control light radius with emitter transformValentin Popov19 hours1-1/+7
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* fix(render): fade MSH portals with camera distanceValentin Popov20 hours1-0/+25
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* feat(render): integrate Control effects and animated world sceneValentin Popov21 hours1-70/+81
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* feat(app): constrain free-flight movement by building meshesValentin Popov37 hours1-1/+13
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* fix(render): refresh viewport after swapchain recreationValentin Popov13 days1-6/+17
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* fix(camera): preserve free-flight terrain clearanceValentin Popov14 days1-1/+3
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* Update controlled component geometry and mountsValentin Popov2026-10-181-12/+24
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* Sample initial component control posesValentin Popov2026-10-181-5/+11
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* fix(render): honor native shadow caster defaultsValentin Popov2026-10-181-8/+13
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* feat(terrain): build BAS basement foundationsValentin Popov2026-10-181-0/+17
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* Use LOD0 for terrain queries and renderingValentin Popov2026-10-181-0/+25
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* docs: translate render frame referenceValentin Popov2026-10-171-4/+5
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* docs: correct renderer source contractsValentin Popov2026-10-171-15/+21
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* Fix FXID resource reference offsetsValentin Popov2026-10-111-4/+21
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* docs: clarify native TEXM channel conversionValentin Popov2026-10-111-3/+4
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* fix: decode TEXM 888 channels in native orderValentin Popov2026-10-111-3/+7
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* Fix terrain height and native frame captureValentin Popov2026-10-111-4/+23
| | | | Use raw world-space terrain heights throughout mesh, camera-floor, shadow, and sun-ray paths while preserving the projection far-plane conversion. Complete the verified selected-camera readback flow with frozen phase sampling, capture tooling, and documentation.
* feat: complete map viewer scene and static CTL pose previewValentin Popov2026-10-111-19/+55
| | | | Complete the interactive mission viewer with environment rendering, audio events, dynamic shadows, free-flight camera controls, and per-component CTL pose sampling.
* chore: simplify project to engine docs and testsValentin Popov2026-09-061-1103/+74
| | | | Remove planning and acceptance scaffolding while retaining the native Vulkan mission preview, format readers, runtime algorithms, and ordinary Rust tests. Keep the book aligned with the runnable project and validate checked-in shaders without generated tool metadata.
* fix(render): accept PowerShell camera capturesValentin Popov2026-07-181-0/+22
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* docs(plan): reconcile Notion Vulkan revisionValentin Popov2026-07-181-0/+13
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* feat(render): select static MAT0 material phasesValentin Popov2026-07-181-0/+16
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* feat(tools): summarize terrain shade profilesValentin Popov2026-07-181-0/+12
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* feat(tools): capture live terrain shade cacheValentin Popov2026-07-181-0/+20
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* feat(render): preview explicit animation framesValentin Popov2026-07-181-0/+22
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* fix(render): export final Vulkan readback imageValentin Popov2026-07-181-9/+19
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* fix(tools): reject non-world camera capturesValentin Popov2026-07-181-20/+26
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* feat(tools): capture live legacy cameraValentin Popov2026-07-181-0/+31
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* feat(game): export static Vulkan readbackValentin Popov2026-07-181-0/+9
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* docs(render): validate live camera capture ABIValentin Popov2026-07-181-0/+19
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* feat(game): preview all mission roots by defaultValentin Popov2026-07-181-5/+6
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* feat(render): apply placement in xy previewValentin Popov2026-07-181-13/+18
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* docs(terrain): trace generated shade profilesValentin Popov2026-07-181-2/+12
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* docs(terrain): trace shade cache populationValentin Popov2026-07-181-2/+11
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* docs(terrain): recover shade cache allocation layoutValentin Popov2026-07-181-1/+13
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* docs(terrain): decode transient shade cache lookupValentin Popov2026-07-181-10/+20
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* docs(terrain): record shade cache lifecycleValentin Popov2026-07-181-0/+7
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* docs(terrain): delimit shade cache recordsValentin Popov2026-07-181-0/+12
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* fix(terrain): preserve opaque shade lookup keysValentin Popov2026-07-181-6/+7
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* feat(terrain): separate shade material selectionsValentin Popov2026-07-181-3/+8
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* feat(terrain): decode slot material pairsValentin Popov2026-07-181-2/+5
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* feat(terrain): expose slot render dispatchValentin Popov2026-07-181-6/+9
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* docs(terrain): trace renderer material handoffValentin Popov2026-07-181-0/+9
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