The committed Phase 1 code rendered a black screen due to three
independent bugs, fixed here:
- black_hole.wgsl: dt was sized as |eye|/steps, so the full integration
only traveled |eye| units total — rays never reached capture or escape
and every pixel fell through to accum=black. Now dt covers
eye_dist + escape_r across the configured step count, and the escape
test uses the dynamic escape_r instead of a hardcoded 1000.0.
- render/plugin.rs: the planets binding was Handle::default(), causing
AsBindGroup to return RetryNextUpdate every frame and silently skip
the fullscreen quad's draw. Pre-fill a MAX_PLANETS-sized zeroed
ShaderBuffer at startup so the binding resolves immediately.
- render/plugin.rs: scale the fullscreen quad by half the window size
to match Camera2d's default WindowSize projection (1 unit = 1 px);
the old aspect-based scaling letterboxed the image.
- render/plugin.rs: add nudge_camera to work around Bevy 0.19 #24448,
where a static camera stops rendering after the first frame.
- planets.wgsl: rotate world-space planet centers into disk-local space
before the ray-sphere test (ray and centers were in different spaces).