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-rw-r--r--docs/rendering/renderer_truth_table.md18
-rw-r--r--docs/tomes/05-render.md31
2 files changed, 28 insertions, 21 deletions
diff --git a/docs/rendering/renderer_truth_table.md b/docs/rendering/renderer_truth_table.md
index 0700dbb..2e3449f 100644
--- a/docs/rendering/renderer_truth_table.md
+++ b/docs/rendering/renderer_truth_table.md
@@ -13,7 +13,7 @@
| `RecordingBackend` | No | No | Optional CPU-side IDs only | `covered-planning` | Stable command capture for backend-neutral tests | Native window, Vulkan, GPU resource lifetime, pixels |
| `NullBackend` | No | No | Optional CPU-side IDs only | Usually `covered` for validation-only rows | Command stream framing and bounds validation | Capture stability, GPU execution, pixels |
| `VulkanAssetRenderer` | Yes | Yes | Yes | `covered-gpu` | Static original asset rendering: MSH/Texm/WEAR/MAT0/terrain through Vulkan | Animation/FX parity unless explicitly wired |
-| `fparkan-game --backend static-vulkan` | Yes, GOG `Autodemo.00` | Yes, static MSH draw | First MSH from first mission root; first MAT0 diffuse TEXM per used selector | `covered-gpu` only for the narrow static-preview bridge | Opt-in mission-to-native-window bootstrap, static MSH projection, selector-keyed diffuse descriptor upload and synchronized teardown telemetry | Full mission scene, later MAT0 phases/animation, lightmaps, placed transforms/orientation, camera, gameplay, original-runtime parity |
+| `fparkan-game --backend static-vulkan` | Yes, GOG/Part 1/Part 2 `Autodemo.00` | Yes, merged static MSH component draws | All prepared MSH components from first mission root; first MAT0 diffuse TEXM per source selector | `covered-gpu` only for the narrow static-preview bridge | Opt-in mission-to-native-window bootstrap, component mesh merge, preview-local selector remap, diffuse descriptor upload and synchronized teardown telemetry | Full mission scene, later MAT0 phases/animation, lightmaps, placed transforms/orientation, camera, gameplay, original-runtime parity |
| Future rendered `fparkan-game` mode | Yes | Yes | Yes | `covered-gpu` plus original-evidence IDs | Mission-driven render snapshot execution and pixel capture | Original-runtime parity for animation/FX/x87 without dedicated captures |
## Rules
@@ -34,17 +34,19 @@
- Lightmap остаётся отдельным, не реализованным contract: оригинальный `World3D.dll` экспортирует самостоятельный `SetLightMapLib` наряду с `SetTexturesLib` и `SetMaterialLib`; WEAR содержит независимый блок `LIGHTMAPS`. Текущая документация не подтверждает связь этих slots с `Batch20.material_index` или их UV/channel semantics, поэтому viewer не подменяет lightmap diffuse texture и не добавляет недоказанное binding.
- `apps/fparkan-game` по умолчанию выдает `render-planning` JSON report поверх
synthetic window descriptor и `VulkanPlanningBackend`. Opt-in `--backend static-vulkan`
- уже создаёт native `winit` window и передаёт первую подготовленную MSH модели миссии в
- `VulkanSmokeRenderer` вместе с первым diffuse TEXM из MAT0 для каждого реально используемого
- `Batch20.material_index`. Режим использует
+ уже создаёт native `winit` window и передаёт все подготовленные MSH-компоненты первого root в
+ `VulkanSmokeRenderer`. Каждый исходный `Batch20.material_index` сначала разрешается внутри
+ собственного WEAR/MAT0 visual, затем получает уникальный preview-local selector и первый
+ diffuse TEXM. Режим использует
отдельный first-root preview loader: normal `load_mission` по-прежнему готовит все reachable
assets и весь graph, тогда как preview строит graph и готовит assets только для первого
mission root. `--load-progress <file>` writes the last entered loader phase synchronously for
timeout diagnosis. Fresh GOG `MISSIONS/Autodemo.00/data.tma` run passed in 38.7 seconds with
- one presented frame, native 1280×720 swapchain (2 images), one original diffuse material
- descriptor, 7,372,800-byte readback hash `12332214764918703197`, and validation
- warnings/errors `0/0`. This is `covered-gpu` evidence for that narrow static-preview bridge
- only, not full-scene or original-renderer parity.
+ one presented frame, native 1280×720 swapchain (2 images), 14 mesh components and 14 original
+ diffuse material descriptors, 7,372,800-byte readback hash `16595193636416981301`, and
+ validation warnings/errors `0/0`. Part 1 matches that artifact; Part 2 passes validation with
+ 14/14 but has a distinct hash `18268338333658342130`. This is `covered-gpu` evidence for that
+ narrow static-preview bridge only, not full-scene or original-renderer parity.
- `apps/fparkan-viewer` сейчас inspection-only CLI и не открывает live Vulkan
asset viewer.
- Следующий реальный milestone для rendered acceptance: `VulkanAssetRenderer`
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