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Background normal map generation, queue-draining load screen warmup
- Normal map CPU work (luminance→blur→Sobel) moved to background threads, main thread only does GPU upload (~1-2ms vs 15-22ms per texture) - Load screen warmup now waits until ALL spawn/equipment/gameobject queues are drained before transitioning (prevents naked character, NPC pop-in) - Exit condition: min 2s + 5 consecutive empty iterations, hard cap 15s - Equipment queue processes 8 items per warmup iteration instead of 1 - Added LoadingScreen::renderOverlay() for future world-behind-loading use
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5 changed files with 218 additions and 60 deletions
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@ -24,6 +24,10 @@ public:
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// Render the loading screen with progress bar and status text (pure ImGui)
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void render();
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// Draw loading screen as ImGui overlay (call within an existing ImGui frame).
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// Used during warmup to overlay loading screen on top of the rendered world.
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void renderOverlay();
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void setProgress(float progress) { loadProgress = progress; }
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void setStatus(const std::string& status) { statusText = status; }
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