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| author | Valentin Popov <valentin@popov.link> | 2026-07-18 13:56:19 +0300 |
|---|---|---|
| committer | Valentin Popov <valentin@popov.link> | 2026-07-18 13:56:19 +0300 |
| commit | d98e033f4fbd8d99f30e19e5471107eb954bab9a (patch) | |
| tree | b62749548bc19017d5ddef18f9d2dfa5c9e94fdb /docs | |
| parent | bfb048698ecbec09e745f5733b8f5df45225d268 (diff) | |
| download | fparkan-d98e033f4fbd8d99f30e19e5471107eb954bab9a.tar.xz fparkan-d98e033f4fbd8d99f30e19e5471107eb954bab9a.zip | |
feat(render): retain source world geometry
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/tomes/05-render.md | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/docs/tomes/05-render.md b/docs/tomes/05-render.md index 47d0fc8..19f1f92 100644 --- a/docs/tomes/05-render.md +++ b/docs/tomes/05-render.md @@ -1427,6 +1427,16 @@ identity camera deliberately preserves the old XY diagnostic preview; feeding live terrain camera/projection values into mission rendering remains later runtime wiring, not a claim of scene parity. +The geometry side of that handoff is also explicit. The static mesh adapter now +has source-world projections for `Land.msh` and MSH: terrain positions retain +all three decoded coordinates; model positions retain Z and apply only the +already decoded mission translation and scale. These APIs preserve triangle +order, batch ranges and packed UV decoding, but do not interpret the still +unproven raw object orientation. The current game preview deliberately stays +on its XY diagnostic projection until a runtime supplies a real legacy camera; +selecting source-world coordinates with identity camera would be a misleading +empty/off-screen viewer rather than a compatibility result. + A fresh no-input launch of the canonical `iron_3d.exe` did create a responsive window titled `Parkan. Железная Стратегия`. A read-only probe then requested `PROCESS_QUERY_INFORMATION | PROCESS_VM_READ` and attempted to read the known |
