render parity unit H2: verbatim 40250 water

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-28 14:03:12 +09:00
co-authored by Claude Opus 5.5
parent 6dffd1572a
commit 3e270dccc1
3 changed files with 57 additions and 33 deletions
@@ -17,16 +17,18 @@
]
},
"CMapOutdoor::RenderWater": {
"status": "DIVERGENT",
"status": "NEEDS_LIVE",
"impl": [
"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::RenderWater"
],
"note": "No-op: water surfaces are not drawn through the recording device yet (the Godot terrain adapter owns terrain rendering, PORT-PLAN §3)."
"note": "Verbatim 40250 plus an early return when IsNativeTerrainRenderEnabled() is false (Godot water adapter, PORT-PLAN §3). Restores the far-fog second pass (untextured, blend off, patches >= __GetFogDistance()) and drops the invented LIGHTING=FALSE save/restore and empty-texture guard. No water in the fake-server spawn view; visuals not verified."
},
"CMapOutdoor::DrawWater": {
"status": "DIVERGENT",
"impl": [],
"note": "Not built: only called from RenderWater, which is a no-op."
"status": "NEEDS_LIVE",
"impl": [
"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::DrawWater"
],
"note": "Verbatim 40250, reached from RenderWater on the native path; visuals not verified."
}
}
}