Per-frame CreateRaytracingAccelerationStructure calls during F3 animation caused VRAM explosion (especially toping BLAS at ~23M vertices). Now all 3 BLASes use capacity-based allocation with 25% headroom — only recreated when vertex count exceeds capacity, otherwise just BuildRaytracingAS with updated desc.vertex_count. TLAS only recreated when instance count changes. Also adds deferred toping BLAS position upload via UpdateBuffer in Render() (topingBLASDirty_ flag), enabling toping shadows to update during animation. Split CLAUDE.md into CLAUDE.md + TROUBLESHOOTING.md for maintainability. |
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| .. | ||
| TopingSystem.cpp | ||
| TopingSystem.h | ||
| VoxelMesher.cpp | ||
| VoxelMesher.h | ||
| VoxelRenderer.cpp | ||
| VoxelRenderer.h | ||
| VoxelTypes.h | ||
| VoxelWorld.cpp | ||
| VoxelWorld.h | ||