perf(runner): backface-cull one-sided world faces - #29
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World surfaces are one-sided, but the renderer drew every PVS+frustum face including those whose plane the camera is BEHIND (never visible), wasting both per-face setup and fill pixels. Skip them with the standard side test (tyrquake R_RecursiveWorldNode's SURF_PLANEBACK cull): a face on plane (normal, dist) is visible iff dot(normal, viewOrigin)-dist is > 0 (Side 0) or < 0 (PLANEBACK). Planes are loaded once at setup; the per-face test is a dot product. Measured in-browser (lq_e0m1, water-room view) with a temporary overdraw meter (since removed): world faces 340 -> 274, world-fill pixels ~1.00M -> 0.78M, overdraw 2.1x -> 1.6x -- ~20% less world-fill work. Verified visually: the world renders identically, no holes (a wrong cull would punch holes). Adds faceFrontFacing + a unit test (front/back/PLANEBACK/offset-plane cases). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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World surfaces are one-sided, but the renderer drew every PVS+frustum face including those whose plane the camera is behind (never visible), wasting per-face setup + fill pixels. Skip them with the standard side test (tyrquake
R_RecursiveWorldNode'sSURF_PLANEBACKcull): a face on plane(normal, dist)is visible iffdot(normal, viewOrigin) - distis> 0(Side 0) or< 0(PLANEBACK). Planes load once at setup; the per-face test is a dot product.Measured (lq_e0m1, water-room view, temp overdraw meter, since removed)
≈ 20% less world-fill work. Verified visually — the world renders identically, no holes (a wrong cull would punch holes). Adds
faceFrontFacing+ a unit test (front/back/PLANEBACK/offset-plane).🤖 Generated with Claude Code