rendering: preserve material and lighting semantics in DrawList - #49
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Retain alpha and generated vertex transparency alongside per-material geometry batches.
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Summary
This layer retains and executes the ordinary visual semantics that sit above the minimal DrawList executor:
Traversal state remains semantic and renderer-neutral. The OpenGL executor owns backend fallbacks and diagnostics: missing lighting never synthesizes a headlight, dual-source blend factors are retained and warned/fallback only at execution, and retained lights beyond the Visual-program limit are reported rather than discarded from the IR.
The layer also removes the speculative
SoShapematerial-index virtual, preserves diffuse and emissive independently, composes texture evaluation with lighting, and derives sampler state from the existing quality policy.Scope
This change does not add raster-width/point-size behavior, pixel image/text programs, picking, selection, manager orchestration, render stages, or context-loss lifecycle. Those remain in the layers above this one.
Validation
The retained semantic and core-profile EGL pixel tests cover material, emissive, lighting, texture models, filtering, alpha, depth, blend, two-sided lighting, light-cap behavior, batching, and transparent depth-write behavior.
Stack
Layer 13/18, based on PR #29.