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<title>fparkan/crates/render-demo, branch devel</title>
<subtitle>Utilities and tools for the game "Parkan: Iron Strategy".
</subtitle>
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<updated>2026-03-08T00:02:26+00:00</updated>
<entry>
<title>fix(deps): update rust crate glow to 0.17</title>
<updated>2026-03-08T00:02:26+00:00</updated>
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<name>renovate[bot]</name>
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<published>2026-03-08T00:02:26+00:00</published>
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<entry>
<title>fix(deps): update all digest updates</title>
<updated>2026-02-25T00:01:21+00:00</updated>
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<published>2026-02-25T00:01:21+00:00</published>
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<entry>
<title>feat(render-demo): добавить отображение FPS в заголовок окна и stdout в интерактивном режиме</title>
<updated>2026-02-19T10:27:10+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T10:27:10+00:00</published>
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<entry>
<title>feat(render-demo): обновить поддержку OpenGL с добавлением выбора между GLES2 и Core 3.3</title>
<updated>2026-02-19T10:17:14+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T10:17:14+00:00</published>
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<id>urn:sha1:7346e695c46bea705d7f9487fc6602b57866048a</id>
<content type='text'>
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<entry>
<title>feat: Refactor code structure and enhance functionality across multiple crates</title>
<updated>2026-02-19T10:09:18+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T10:09:18+00:00</published>
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<id>urn:sha1:bb827c3928ee6fc56c04e503be9f39ae70efee67</id>
<content type='text'>
</content>
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<entry>
<title>feat(render-core): add default UV scale and refactor UV mapping logic</title>
<updated>2026-02-19T09:46:23+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T09:46:23+00:00</published>
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- Introduced a constant `DEFAULT_UV_SCALE` for UV scaling.
- Refactored UV mapping in `build_render_mesh` to use the new constant.
- Simplified `compute_bounds` functions by extracting common logic into `compute_bounds_impl`.

test(render-core): add tests for rendering with empty and multi-node models

- Added tests to verify behavior when building render meshes from models with no slots and multiple nodes.
- Ensured UV scaling is correctly applied in tests.

feat(render-demo): add FOV argument and improve error handling

- Added a `--fov` command-line argument to set the field of view.
- Enhanced error messages for texture resolution failures.
- Updated MVP computation to use the new FOV parameter.

fix(rsli): improve error handling in LZH decompression

- Added checks to prevent out-of-bounds access in LZH decoding logic.

refactor(texm): streamline texture parsing and decoding tests

- Created a helper function `build_texm_payload` for constructing test payloads.
- Added tests for various texture formats including RGB565, RGB556, ARGB4444, and Luminance Alpha.
- Improved error handling for invalid TEXM headers and mip bounds.
</content>
</entry>
<entry>
<title>feat: Enhance model and texture loading with improved error handling and new features</title>
<updated>2026-02-19T01:19:18+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T01:19:18+00:00</published>
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<id>urn:sha1:a281ffa32ea615670d369503692f057b2dc60e6f</id>
<content type='text'>
- Introduced `LoadedModel` and `LoadedTexture` structs for better encapsulation of model and texture data.
- Added functions to load models and textures from archives, including support for resolving textures based on materials and wear entries.
- Implemented error handling for missing textures, materials, and wear entries.
- Updated the rendering pipeline to support texture loading and binding, including command-line arguments for texture customization.
- Enhanced the `texm` crate with new decoding capabilities for various pixel formats, including indexed textures.
- Added tests for texture decoding and loading to ensure reliability and correctness.
- Updated documentation to reflect changes in the material and texture resolution process.
</content>
</entry>
<entry>
<title>feat(render-parity): add deterministic frame comparison tool</title>
<updated>2026-02-19T01:02:26+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T01:02:26+00:00</published>
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<id>urn:sha1:18d4c6cf9fabc18282b29d103c8d30024f66e49b</id>
<content type='text'>
- Introduced `render-parity` crate for comparing rendered frames against reference images.
- Added command-line options for specifying manifest and output directory.
- Implemented image comparison metrics: mean absolute difference, maximum absolute difference, and changed pixel ratio.
- Created a configuration file `cases.toml` for defining test cases with global defaults and specific parameters.
- Added functionality to capture frames from `render-demo` and save diff images on discrepancies.
- Updated documentation to include usage instructions and CI model for automated testing.
</content>
</entry>
<entry>
<title>Refactor documentation structure and add new specifications</title>
<updated>2026-02-19T00:46:23+00:00</updated>
<author>
<name>Valentin Popov</name>
<email>valentin@popov.link</email>
</author>
<published>2026-02-19T00:46:23+00:00</published>
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<id>urn:sha1:0e19660eb5122c8c52d5e909927884ad5c50b813</id>
<content type='text'>
- Updated MSH documentation to reflect changes in material, wear, and texture specifications.
- Introduced new `render.md` file detailing the render pipeline process.
- Removed outdated sections from `runtime-pipeline.md` and redirected to `render.md`.
- Added detailed specifications for `Texm` texture format and `WEAR` wear table.
- Updated navigation in `mkdocs.yml` to align with new documentation structure.
</content>
</entry>
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