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authorValentin Popov <valentin@popov.link>2026-07-18 08:36:29 +0300
committerValentin Popov <valentin@popov.link>2026-07-18 08:36:29 +0300
commit697cbbfd36bb8d82dd2b419bc181889cc3c46f6a (patch)
tree0af8dc6b98b634bc804e700746d0c1582e9eea45 /docs/tomes
parentf75601a86a9202f8f226ac04a1238b3660071915 (diff)
downloadfparkan-697cbbfd36bb8d82dd2b419bc181889cc3c46f6a.tar.xz
fparkan-697cbbfd36bb8d82dd2b419bc181889cc3c46f6a.zip
feat(runtime): bound static preview asset loading
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diff --git a/docs/tomes/05-render.md b/docs/tomes/05-render.md
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@@ -951,6 +951,14 @@ WEAR/MAT0/TEXM material data, or establish a game camera. A GOG
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, which locates the remaining startup cost before the
+Vulkan draw loop but does not identify it as terrain versus graph work.
+
`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