feat(runtime): bound static preview asset loading
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This commit is contained in:
2026-07-18 09:36:29 +04:00
parent f75601a86a
commit 697cbbfd36
5 changed files with 94 additions and 21 deletions
+8
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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