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authorValentin Popov <valentin@popov.link>2026-07-18 08:21:58 +0300
committerValentin Popov <valentin@popov.link>2026-07-18 08:21:58 +0300
commite0c86561462933523adf9007845a367f9431c8b0 (patch)
treea4a522958e6c1c30948eac9f193f54d8902389a1 /docs/tomes/05-render.md
parent2b735c693b48c19ffac5be9a280df60ace5efb2d (diff)
downloadfparkan-e0c86561462933523adf9007845a367f9431c8b0.tar.xz
fparkan-e0c86561462933523adf9007845a367f9431c8b0.zip
feat(runtime): use mission placement in render snapshots
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@@ -916,6 +916,15 @@ prepared visual сохраняет один compatibility fallback draw. Это
multi-component prototype graph для будущего real Vulkan renderer, однако
текущий game app всё ещё использует planning backend и triangle ranges.
+### Mission position/scale render bridge
+
+`fparkan-game` now maps preserved TMA position and non-uniform scale into each
+backend-neutral draw matrix instead of diagnostic index placement. Raw
+orientation deliberately remains uninterpreted: the original Euler order and
+matrix convention are not yet proven. This preserves authored values without
+inventing transform math; the app still uses planning backend and triangle
+ranges, so it is not a full renderer claim.
+
`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
static vertex/index upload path. Для текущего диагностического viewer XZ bounds