Optimize terrain rendering for large exports

This commit is contained in:
2026-10-04 21:47:08 +05:00
parent 3bdf987916
commit 79d0f53a79
8 changed files with 647 additions and 274 deletions

View File

@@ -20,3 +20,9 @@ The real Storage test caught two additional issues that a mock endpoint did not:
Reports: `artifacts-plugin-regression.json` and `artifacts-api-smoke.json`. Temporary test datasets were deleted and the temporary servers stopped.
This pass did not launch a Minecraft client, use Playwright, or use the Computer plugin. The browser appearance, an actual Fabric capture session, Spigot loading, and a fresh plugin panorama rendering run on macOS still need runtime verification. The existing renderer has not been replaced; earlier renderer proof is recorded separately in `artifacts-renderer-proof.json`.
## Large-export optimization
The subsequent renderer changes replace per-block model transformation and texture loading with cached state templates, numeric section bitsets, bounded typed geometry buffers and spatial meshes. WebP output avoids an intermediate PNG encode, and processed-image uploads run in a four-request pool. GPU selection is automatic with software fallback on initialization failure.
No tests, browsers or benchmarks were run for this change at the user's request. Its speedup and image fidelity on the 2,651,888-block Mac export are unverified. The new per-stage timings, blocks-per-second logs and geometry counts provide measurements for the next real run.