ChunkHeight comment names what the renderer does with pose.w

Comment only. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Meta Vens 2026-10-17 18:38:58 +02:00
commit 8074d724a5

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@ -30,8 +30,8 @@ public static class DrawAhead
public static float FloaterHeight(Zone zone, GameplaySettings settings, float2 planar, float lead) => Height(zone, planar, lead) + settings.FloaterLayerHeight;
// A belt rock's drawn position (ruling asteroids-on-floater-layer): its planar pose at the drawn time, on the floater layer over the field.
// Ruling asteroid-tops-at-layer: the rock's top sits at the layer, so its centre is a drawn radius below it. pose.w is that radius:
// the renderer scales the unit rock mesh by it.
// Ruling asteroid-tops-at-layer: the rock's top sits at the layer, so its centre is a drawn radius below it. pose.w is that radius: ZoneRenderer scales the rock by
// Vector3.one * pose.w, and Zone.ChunkRadius is the same number.
public static float ChunkHeight(Zone zone, GameplaySettings settings, float4 pose, float lead) => FloaterHeight(zone, settings, pose.xy, lead) - pose.w;
public static float3 Chunk(Zone zone, GameplaySettings settings, ChunkId chunk, float lead)