v0.4.0: Direct3D 11/12 backends, in-game renderer selection, per-run logging
- ra3.dx: D3D11 and D3D12 presentation backends (runtime HLSL via d3dcompiler); 2D image blit and the GPU heightfield terrain raymarch, with the corner minimap/FPS overlays. Non-Windows builds link a null fallback. - ra3.display: preferred backend plus ordered fallback (Vulkan/D3D11/D3D12/SDL); menu gains a Renderer option and the CLI gains --dx11/--dx12/--sdl, which the render command now honours too. - vendor libenderlog (MIT): every run writes openra3.log next to the exe and archives the previous run's log; records at warn and above carry a call stack (native fallback, since libc++ has no <stacktrace>). - Windows crash reporter writes openra3_crash.log (faulting module + backtrace); D3D/DXGI diagnostics are routed through the logger.
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@@ -499,6 +499,15 @@ export namespace ra3::client {
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this->shutdown();
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return true;
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}
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/** GPU terrain viewer with a corner minimap overlay. */
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[[nodiscard]] auto run_terrain(const display_options &options, const ra3::terrain::gpu_terrain &terrain, ra3::render::camera3d camera,
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const image &minimap) -> bool {
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if (!this->init(options)) return false;
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(void)this->terrain_loop(terrain, camera, minimap);
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this->shutdown();
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return true;
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}
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};
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/**
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