feat(render): select static MAT0 material phases

This commit is contained in:
2026-07-18 19:22:58 +04:00
parent a339a3a635
commit 9788749650
4 changed files with 95 additions and 10 deletions
+16
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@@ -1895,3 +1895,19 @@ the licensed GOG `MISSIONS/Autodemo.00/data.tma` run with all eight roots,
`--static-animation-frame 1`, two frames and format `50` completed with 66
mesh components, 75,543 clip-visible vertices, a 1280×720 / 3,686,400-byte
readback hash `4638497144561211935`, and validation warnings/errors `0/0`.
### Explicit MAT0 phase preview
`fparkan-game --backend static-vulkan --static-material-phase <u16>` now
selects the exact decoded MAT0 texture for that phase of each MSH material.
The override is deliberately per material: when the requested phase is absent
or intentionally untextured, that material retains its existing first prepared
diffuse request, rather than fabricating a texture or aborting the whole
mission. Terrain remains on its separately proven Land2 base path. The JSON
report records `material_phase` so the artifact's selector is explicit. This
is an asset-viewer control, not a claim about the original material clock,
phase mode, interpolation, random offset, lighting or Land1 composition.
On 2026-07-18 the licensed GOG AutoDemo run with all eight roots, phase `1`,
two frames and format `50` completed validation-clean with 71 descriptors and
a 1280×720 / 3,686,400-byte readback hash `3152437928708207395`.