feat(game): bind preview diffuse materials
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@@ -941,16 +941,18 @@ not the default planning path. It visits only the first mission root, selects
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its prepared MSH model, sends it through the existing static XZ clip-space
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projection and renders a requested number of frames through
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`VulkanSmokeRenderer`; teardown rejects validation warnings/errors and reports
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swapchain/readback telemetry. It deliberately supplies no material textures,
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so the renderer's documented white fallback is used.
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swapchain/readback telemetry. For each used `Batch20.material_index`, it resolves
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the positional prepared WEAR material and uploads mip 0 of that material's first
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MAT0 diffuse texture request as a selector-keyed descriptor.
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This is a narrow bootstrap from mission assets to a live Vulkan renderer. It
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does not render every placed object, apply TMA transforms or orientation, bind
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WEAR/MAT0/TEXM material data, or establish a game camera. Fresh GOG
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does not render every placed object, apply TMA transforms or orientation, select
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later MAT0 phases or animation, bind lightmaps, or establish a game camera. Fresh GOG
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`MISSIONS/Autodemo.00/data.tma` evidence now proves the narrow GPU bridge: one
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presented frame completed in 38.7 seconds with a native 1280×720 two-image
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swapchain, 7,372,800-byte synchronized readback (FNV-1a
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`10681850560830502773`) and validation warnings/errors `0/0`. This is not a
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swapchain, one selector-keyed original diffuse descriptor, 7,372,800-byte
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synchronized readback (FNV-1a `12332214764918703197`) and validation
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warnings/errors `0/0`. This is not a
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full-scene or original-renderer pixel-parity claim.
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The preview now asks `load_mission_static_preview` for both graph and assets.
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