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| author | Valentin Popov <valentin@popov.link> | 2026-07-18 09:06:34 +0300 |
|---|---|---|
| committer | Valentin Popov <valentin@popov.link> | 2026-07-18 09:06:34 +0300 |
| commit | 1b62c2c31593d27166b71f2608ae723eb52ac3c0 (patch) | |
| tree | 6f284e77564f5e53e6171d85219d40624cd08aec /docs/tomes | |
| parent | 3633c91a9b073392ef6a158d88f658131c4aed90 (diff) | |
| download | fparkan-1b62c2c31593d27166b71f2608ae723eb52ac3c0.tar.xz fparkan-1b62c2c31593d27166b71f2608ae723eb52ac3c0.zip | |
feat(game): merge preview root components
Diffstat (limited to 'docs/tomes')
| -rw-r--r-- | docs/tomes/05-render.md | 31 |
1 files changed, 18 insertions, 13 deletions
diff --git a/docs/tomes/05-render.md b/docs/tomes/05-render.md index e7b122c..c8cd055 100644 --- a/docs/tomes/05-render.md +++ b/docs/tomes/05-render.md @@ -938,33 +938,38 @@ from a runtime slot or draw order. `fparkan-game --backend static-vulkan` is an explicit native-window experiment, 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 +every prepared MSH component of that root, merges their static XZ clip-space +geometry, and renders a requested number of frames through `VulkanSmokeRenderer`; teardown rejects validation warnings/errors and reports swapchain/readback telemetry. For each used `Batch20.material_index`, it resolves the positional prepared WEAR material and uploads mip 0 of that material's first -MAT0 diffuse texture request as a selector-keyed descriptor. +MAT0 diffuse texture request. Because `material_index` is local to an MSH/WEAR +component, the merged preview assigns a unique preview-local selector only after +this source resolution; it does not falsely treat equal local indexes as equal +materials. 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, select later MAT0 phases or animation, bind lightmaps, 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, one selector-keyed original diffuse descriptor, 7,372,800-byte -synchronized readback (FNV-1a `12332214764918703197`) and validation +presented frame completed in 39.6 seconds with a native 1280×720 two-image +swapchain, 14 merged mesh components and 14 selector-keyed original diffuse +descriptors, 7,372,800-byte synchronized readback (FNV-1a +`16595193636416981301`) and validation warnings/errors `0/0`. This is not a full-scene or original-renderer pixel-parity claim. The same bounded command was then run against the licensed installed Part 1 (`C:\\Program Files (x86)\\Nikita\\IS`) and Part 2 (`C:\\Program Files (x86)\\Nikita\\IS2`) corpora supplied for testing. Both -`MISSIONS/Autodemo.00/data.tma` runs completed with the same one-material, -1280×720 two-image report, the same `12332214764918703197` readback hash and -validation warnings/errors `0/0`; Part 1 took 28.5 seconds and Part 2 took -94.5 seconds. Part 2's synchronous checkpoint was `Graph` while it was still -loading, so the longer startup is not attributed to Vulkan. This is only a -cross-corpus confirmation of the first-root static-preview bridge, not a claim -that the two games' full mission renderers are compatible. +`MISSIONS/Autodemo.00/data.tma` runs completed with 14 mesh components and 14 +original diffuse descriptors. Part 1 took 28.2 seconds and matched the GOG +readback hash `16595193636416981301`; Part 2 took 93.6 seconds and remained +validation-clean but produced distinct hash `18268338333658342130`. Part 2's +synchronous checkpoint was `Graph` while it was still loading, so the longer +startup is not attributed to Vulkan. This is only a cross-corpus confirmation +of the first-root static-preview bridge, not a claim that the two games' full +mission renderers are compatible. The preview now asks `load_mission_static_preview` for both graph and assets. Normal mission loading remains full and transactional; preview graph traversal |
