Mesh_Renderer carries a colour and the mesh pipeline draws with depth (#70) #102
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crowmaki/cinnabar!102
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Delete branch "issue-70-mesh-colour-depth"
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Closes #70.
What
Mesh_Renderergains acolourfield defaulting to white. The pipeline copies it into the Push-Constant Prelude payload asMesh_Payload, andmesh.slangmultiplies it with the vertex colour and the Pass tint. The grid-offset logic leaves the shader.D32_Floatdepth attachment sized from the swapchain description, cleared to 1.0, and its pipeline enables depth test and write. Headless runs the same declaration against configured defaults.[DepthAttachment]entry-point attribute. shaderc reflects it into a depth slot after the colour slots,Attachment_Outputcarries akind, and Core refuses a wiring whose image format disagrees with the slot's kind. Depth slots do not count against the colour-attachment limit. Every generated Pass Interface is regenerated.Resize
A depth buffer sized at
initgoes stale when the window changes size, which lost the device in a real run. This adds:resizeHook onPlugin, run byengine_report_resizeafter the drain in Plugin List Order (ADR-0030).engine_resize_image, legal only inside that Hook; it refuses the Swapchain Target and buffers.executeskips a frame whose Schedule predates a swapchain size change.Verification
just check,just build,just test(479 tests) pass.D32depth attachment cleared to 1.Not in scope
The 4096 grid instances now stack at the origin, as the issue anticipates; the sample rewrite replaces the grid.