delete canvas2D NameLayer; render names via WebGL NamePass

Stop drawing names on canvas2D — NamePass already gets the placement
data (gameView.frameData().names) and lerps positions in-shader. Drop
the runtime passEnabled.name=false override in ClientGameRunner,
remove NameLayer from the layers list, and delete NameLayer.ts.

Known gaps (deferred):
- Player-uploaded flags not in the bundled atlas render as no-flag;
  needs a JIT atlas built at game start.
- The shared computePlayerStatus is the replay variant, so the
  alliance / target / embargo / nukeTargetsMe status icons stay off
  for the local player's perspective. Needs a live-aware variant.
This commit is contained in:
evanpelle
2026-05-16 19:03:38 -07:00
parent 2fec1e994e
commit 3481beba8a
3 changed files with 0 additions and 559 deletions
-4
View File
@@ -286,10 +286,6 @@ function mountWebGLDebugRenderer(
captureCaf,
);
// Names are rendered by the existing HTML NameLayer; disable the renderer's
// NamePass to avoid drawing them twice.
view.getSettings().passEnabled.name = false;
window.addEventListener("keydown", (e) => {
if (e.key === "\\") {
glCanvas.style.display =