fix(render): hold the shadow camera across a skipped map - #246
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When the shadow stage opens and gives up, the published matrices used to treat the miss as a fresh map and walk the light with the player. Keep the camera of the frame that last drew. Not tried on a Mac from this machine. For the #161 reporters.
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What changes
WAIT. Not tried on a Mac from this machine. Do not merge until a Mac reporter signs it.
When the shadow stage opens and then gives up without drawing, the published matrices used to treat the miss as a fresh map and walk the light with the player. They now keep the camera of the frame that last drew the map. Written for the Mac reports on #161 where lighting followed the player. This does not close #161.
How it differs from the reference, and for what obstacle
Iris draws the shadow map in the same frame it is sampled. This engine draws the map at the end of the frame for the next one, so the published pair is usually the previous frame's. A skipped map made that pair advance with the player while the texels stayed put, which reads as lighting that follows you. Holding the last drawn camera is the workaround for that skip. What it costs the image on a frame that did draw is nothing; the hold only runs on a skip.
What proves it
gradlew buildgreen.What it leaves owing
WAIT on a Mac sign-off. #161 stays open. This is the hold across a skipped map, not a proof that Apple Silicon is fast.
dev, so the merge is a fast-forward.gradlew buildgreen locally, after the rebase and not before it.CHANGELOG.mdcarries an entry underUnreleased, or this changes nothing a player sees.in more places than it lives in: javadoc,
docs/,README.md, and the lines the engineprints at load.