refactor(renderer): activate depth buffer on all render paths (Étape 9)
- 9.1: allocate shared Depth32Float depth texture + view in Renderer, sized to the initial surface (create_depth_texture helper, reusable for the Phase 4.4 resize); Renderer::new now takes width/height. - 9.2: attach depth_stencil_attachment (clear 1.0 / store) to both the low-level render and high-level render_scene passes. - 9.3: every pipeline declares a matching DepthStencilState (write true, compare Less) via the shared DEPTH_FORMAT constant (D1). Décisions D1-D4 actées 2026-09-18 (DRAFT Étape 9).
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@@ -64,7 +64,7 @@ impl ApplicationHandler for App {
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// Rendu 2D plat : `standard` en mode unlit (les bind groups frame+object sont posés par
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// draw_entity, la matrice frame par défaut est l'identité → positions NDC inchangées).
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let mut renderer = Renderer::new(&context, format);
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let mut renderer = Renderer::new(&context, format, 800, 600);
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renderer.set_unlit(true);
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// 3. Material : On utilise renderer.device() et renderer.format()
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