feat(client): deferred ground shading — fix relief overdraw (#240) #243
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alpha:wave-0
alpha:wave-1
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marco/IsoMmo!243
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Summary
Elimina l'overdraw del ground shader sull'heightfield iso (implementa spec/piano #240; i fix depth sono un dead-end su DesktopGL/SM3). Il ground si disegna in due passate:
Vector4viewport-sized solo(worldX, worldY, hillshade, coverage)per pixel visibile — painter's order tiene il visibile, niente overdraw di lavoro costoso.worldXY.Ricalcola (non ri-filtra) → pixel-identico. Niente depth.
GroundColour(cell)condivisoMainPS/CompositePS. Fallback single-pass seVector4non supportato.Screenshots / recording
Terreno (piatto + rilievo) visivamente identico a prima; nessun buco/nero/crepa.
How it was tested
drops=0. (maxDt~46ms solo con finestra in background =InactiveSleepTimeMonoGame, artefatto — non regressione.)docs/superpowers/.Checklist
just lintpasses (CSharpier + analyzers, zero warnings)just testis greenChiude #240. Stacked su #239 (PR #242): finché #242 non merge, questa PR mostra anche il commit hillshade — dopo il merge rebaso su main e resta solo il delta overdraw. Deferred: ottimizzazione D (skip pesi-zero) → follow-up misurato.
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