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Remove per-frame profiling instrumentation and periodic debug logging
Strip 26 chrono::now() timing calls per frame from renderer update loop, periodic LOG_INFO/LOG_DEBUG from terrain/character/quest/heartbeat paths, and dead m2ProfileCounter variable.
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e8c2344226
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5 changed files with 4 additions and 100 deletions
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@ -658,13 +658,6 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
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renderedChunks = 0;
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culledChunks = 0;
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// Periodic culling summary (every ~5s at 60fps)
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static int renderCallCount = 0;
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if (++renderCallCount % 300 == 1) {
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glm::vec3 cam = camera.getPosition();
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LOG_INFO("Terrain render call: total=", chunks.size(), " cam=(", cam.x, ",", cam.y, ",", cam.z, ")");
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}
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for (const auto& chunk : chunks) {
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if (!chunk.isValid() || !chunk.materialSet) continue;
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@ -692,10 +685,6 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
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renderedChunks++;
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}
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// Log culling result periodically
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if (renderCallCount % 300 == 1) {
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LOG_INFO("Terrain culling: rendered=", renderedChunks, " culled=", culledChunks);
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}
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}
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void TerrainRenderer::renderShadow(VkCommandBuffer /*cmd*/, const glm::vec3& /*shadowCenter*/, float /*halfExtent*/) {
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