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| author | Valentin Popov <valentin@popov.link> | 2026-07-18 08:45:57 +0300 |
|---|---|---|
| committer | Valentin Popov <valentin@popov.link> | 2026-07-18 08:45:57 +0300 |
| commit | 2772c39e41c930d41679876842c1f0854ee6f181 (patch) | |
| tree | ad2e1949a6df83e9e21f037a5be3724546b596c5 /docs/tomes/05-render.md | |
| parent | 0eaa56c10bc2707d81b538a6a531004fcb10bc57 (diff) | |
| download | fparkan-2772c39e41c930d41679876842c1f0854ee6f181.tar.xz fparkan-2772c39e41c930d41679876842c1f0854ee6f181.zip | |
feat(runtime): bound static preview graph roots
Diffstat (limited to 'docs/tomes/05-render.md')
| -rw-r--r-- | docs/tomes/05-render.md | 33 |
1 files changed, 16 insertions, 17 deletions
diff --git a/docs/tomes/05-render.md b/docs/tomes/05-render.md index d55b63b..b689c08 100644 --- a/docs/tomes/05-render.md +++ b/docs/tomes/05-render.md @@ -937,8 +937,8 @@ from a runtime slot or draw order. ### Opt-in mission static-Vulkan bridge `fparkan-game --backend static-vulkan` is an explicit native-window experiment, -not the default planning path. After mission loading it selects the first -prepared MSH model, sends it through the existing static XZ clip-space +not the default planning path. It visits only the first mission root, selects +its prepared MSH model, sends it through the existing static XZ clip-space projection and renders a requested number of frames through `VulkanSmokeRenderer`; teardown rejects validation warnings/errors and reports swapchain/readback telemetry. It deliberately supplies no material textures, @@ -946,21 +946,20 @@ so the renderer's documented white fallback is used. This is a narrow bootstrap from mission assets to a live Vulkan renderer. It does not render every placed object, apply TMA transforms or orientation, bind -WEAR/MAT0/TEXM material data, or establish a game camera. A GOG -`MISSIONS/Autodemo.00/data.tma` attempt exceeded the local 120-second runner -limit before the window/report, so this mode has implementation and unit/lint -evidence only, not a corpus GPU acceptance claim. - -The preview now asks `load_mission_static_preview` for assets. Normal mission -loading remains full and transactional; the preview scope walks root spans in -TMA order and stops asset preparation after the first mesh-backed model. It is -therefore not a hidden relaxation of gameplay validation. A second GOG -`Autodemo.00` attempt with this narrower asset scope still exceeded 120 seconds -before opening a window. The diagnostic `--load-progress <file>` checkpoint -reported `Graph`, which proves the remaining startup cost is in prototype graph -construction/visual-dependency expansion rather than terrain decode, asset -preparation, window creation or the Vulkan draw loop. The timeout probe does -not distinguish individual graph suboperations; no renderer acceptance follows. +WEAR/MAT0/TEXM material data, or establish a game camera. Fresh GOG +`MISSIONS/Autodemo.00/data.tma` evidence now proves the narrow GPU bridge: one +presented frame completed in 38.7 seconds with a native 1280×720 two-image +swapchain, 7,372,800-byte synchronized readback (FNV-1a +`10681850560830502773`) and validation warnings/errors `0/0`. This is not a +full-scene or original-renderer pixel-parity claim. + +The preview now asks `load_mission_static_preview` for both graph and assets. +Normal mission loading remains full and transactional; preview graph traversal +and asset preparation are restricted to the first TMA root. It is therefore not +a hidden relaxation of gameplay validation. The preceding all-root preview +probe timed out at `Graph`; this reduction is what allowed the successful GOG +native run. If that first root has no usable MSH, static preview fails explicitly +rather than expanding later roots or pretending to render the entire mission. `Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28` сохраняет source triangle order, а его positions и packed UV0 попадают в тот же |
