pub fn render_sky_fill(
fb: &mut [u32],
zb: &[f32],
pitch_pixels: usize,
width: u32,
height: u32,
cam: &CameraState,
settings: &OpticastSettings,
sky: &Sky,
)Expand description
Fill the panorama Sky into every background pixel — one whose
z-buffer entry is still +∞ (no grid/terrain hit). The per-grid DDA only
samples the sky inside each grid’s screen rect (and only its sky-owning
grid); pixels outside any grid — most of a sprite/effect-only view, or the
margins around a small world grid — would otherwise keep the caller’s flat
clear colour. This paints the real panorama there while leaving terrain
(finite z) and composited translucent pixels untouched. The z-buffer is
not modified. cam/settings are the same per-frame projection the
renderer used.