docs(evidence): recover buffering camera projection path
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@@ -1258,6 +1258,27 @@ and `ICamera::GetTransformMatrix`, plus frustum/clip methods. These names prove
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that a transform-matrix interface exists, but give neither method slots nor a
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matrix convention; they must not be treated as a usable renderer ABI yet.
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### Buffering-camera projection path from static Terrain analysis
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A further headless-IDA review of the same GOG `Terrain.dll` identifies a
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concrete `CBufferingCamera` implementation path without requiring a live game
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process. Its method at RVA `0x4D740` copies exactly 64 bytes (16 dwords) into
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the component at offset `+0x10`. Its frame-preparation method at RVA `0x4D9C0`
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queries a viewport rectangle through a virtual method at `+0x3C`, derives its
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width, height, centre and an aspect ratio from that rectangle, and obtains
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projection data through the camera interface. Projection type `0` uses a
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component float at offset `+0x234` as an angle passed to `tan(angle / 2)`;
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projection type `2` obtains a five-float block through a virtual method at
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`+0x70`. Any other non-zero type raises `Not supported projection type`.
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This is sufficient to prove that original viewport and projection state are
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live camera inputs, rather than a fixed diagnostic projection. It does **not**
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yet prove matrix row/column convention, angle units, near/far field mapping,
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handedness, or the initial mission camera object. In particular, the exported
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string-labelled `ICamera::SetTransformMatrix` (RVA `0x4F830`) and
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`ICamera::GetTransformMatrix` (RVA `0x4F850`) are both obsolete-call stubs, so
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they are not a usable method ABI.
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`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
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сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
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static vertex/index upload path. Для текущего диагностического viewer XY bounds
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