Draw Navara world meshes in the overlay pass after tone mapping

Meshes now go through the same overlay as sprites and lines, so their
colours are the ones asked for without undoing the view's exposure. The
contract suite no longer carries the mesh colour check as a known
failure on Navara.
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German Khokhlov committed 2026-11-10 15:45:26 +04:00
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commit 28f3030c31
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@@ -538,9 +538,10 @@ Cesium draws a synchronous Primitive with a flat material, no back-face
culling and no depth writes. Colour, image and visibility changes retain the
primitive; geometry, pick-id and depth-test changes replace it. The engine
requests frames while the primitive or its image is preparing. Navara draws
local coordinates relative to a double-precision world origin in its
transparent scene pass after tone mapping, with scene depth and triangle
picking. Their authored colours are blended in display space.
local coordinates relative to a double-precision world origin in the shared
overlay pass after tone mapping and anti-aliasing, the pass that draws sprites
and lines, with scene depth and triangle picking. Their authored colours are
blended in display space.
Both engines own geometry, material and texture disposal. The fake engine
keeps the same state and tests triangle intersections for picks.