feat(terrain): recover material layer contract

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2026-07-18 16:52:46 +04:00
parent 4df4686509
commit 83caf4d6ab
2 changed files with 66 additions and 1 deletions
+11
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@@ -1550,6 +1550,17 @@ This is evidence for a two-layer terrain-material contract, but not yet for
its blend equation, so the Vulkan bridge intentionally remains texture-agnostic
until the base/overlay composition is recovered.
Static recovery of `Terrain.dll!CLandscape` now fixes the loader contract behind
that observation. The constructor opens `Land.msh`, creates one material manager
from `Land1.wea`, then invokes that manager's second-table load with `Land2.wea`.
It requires NRes type 18 with the original diagnostic “microtexture mapping
chunk” and retains it as four-byte entries; type 14 is optional. Therefore the
two WEAR selectors must not be collapsed into an invented one-layer material,
and the type-18 `aux18` stream is now documented as microtexture mapping data.
`TerrainFace28::material_layers` exposes the evidenced high-byte `Land1`
selector (with `0xff` absent sentinel) and low-byte `Land2` selector. The
manager's actual blend/pass operation remains unrecovered.
The static Vulkan bridge now carries each contiguous face run as a separate
draw range keyed by the original packed `material_tag`; it neither reorders
triangles nor collapses the high byte. For the first usable visual layer, the