feat(render): apply placement in xy preview
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+18
-13
@@ -985,8 +985,11 @@ The bounded native preview now retains the already validated `Land.msh` inside
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runtime boundary instead of decoding archive formats a second time. It merges
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one terrain component with the first TMA root's 14 reachable MSH components in
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one explicit top-down XY frame. The frame is computed from terrain positions
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and the root models after applying only the decoded TMA `position` and `scale`.
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Raw TMA orientation is deliberately excluded: its convention is not proven.
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and the root models after applying decoded TMA placement: non-uniform `scale`,
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then the recovered `Rz * Ry * Rx` orientation, then `position`. The XY camera
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itself remains diagnostic; applying the established placement transform here
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prevents differently oriented mission objects from being framed or rasterized
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at a false location.
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Terrain is assigned an explicit 1x1 white diagnostic texture, rather than a
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guessed terrain material. `Land.msh` slot selection, `material_tag`, masks,
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@@ -1004,10 +1007,11 @@ geometry and descriptor set changed; it is not an original-frame comparison.
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### Multiple static-preview roots
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The native bridge now combines every mesh-backed visual of each selected root,
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using that root's preserved TMA `position` and `scale` in the shared diagnostic
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XY frame. It reports the actual selected root count as `preview_roots`, rather
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than implying that all mission objects are rendered. Raw orientation, original
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camera/frustum and visibility remain unresolved.
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using that root's recovered static TMA placement (`Rz * Ry * Rx` after scale)
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in the shared diagnostic XY frame. It reports the actual selected root count as
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`preview_roots`, rather than implying that all mission objects are rendered.
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The original camera/frustum, dynamic orientation ownership and visibility
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remain unresolved.
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Fresh canonical GOG `Autodemo.00` evidence with `--preview-roots 2` completed
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in 59.7 seconds: 25 submitted MSH components, one terrain component and 26
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@@ -1430,13 +1434,14 @@ runtime wiring, not a claim of scene parity.
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The geometry side of that handoff is also explicit. The static mesh adapter now
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has source-world projections for `Land.msh` and MSH: terrain positions retain
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all three decoded coordinates; model positions retain Z and apply only the
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already decoded mission translation and scale. These APIs preserve triangle
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order, batch ranges and packed UV decoding, but do not interpret the still
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unproven raw object orientation. The current game preview deliberately stays
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on its XY diagnostic projection until a runtime supplies a real legacy camera;
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selecting source-world coordinates with identity camera would be a misleading
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empty/off-screen viewer rather than a compatibility result.
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all three decoded coordinates; model positions retain Z and apply the recovered
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static mission placement. The diagnostic XY counterpart uses that same placement
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before normalizing X/Y, so it no longer silently omits authored object rotation.
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These APIs preserve triangle order, batch ranges and packed UV decoding. The
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current game preview deliberately stays on its XY diagnostic projection until a
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runtime supplies a real legacy camera; selecting source-world coordinates with
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identity camera would be a misleading empty/off-screen viewer rather than a
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compatibility result.
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Static analysis of GOG `iron3d.dll` recovers the placement primitive at RVA
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`0x36610`: it evaluates a row-major affine `Rz(z) * Ry(y) * Rx(x)` and writes
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