docs(terrain): record material phase boundary
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@@ -1565,6 +1565,14 @@ as table 1, while its material-phase lookup receives the exact 32-bit selector
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`(table_index << 16) | material_index`. `TerrainMaterialSelection` preserves
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that key for the renderer without assuming how the two phases are blended.
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The same `World3D!GetMaterialPhase` recovery establishes the next boundary. It
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validates the table/row selector, chooses a MAT0 phase (or interpolates two
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phases for an animated material), returns the selected material record, and
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hands its caller a 76-byte expanded phase-state block. It does not submit a
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draw or compose the two terrain tables. The later consumer of that record and
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the type-18 microtexture mapping remains the required evidence before adding
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an overlay, blend, or microtexture shader.
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The static Vulkan bridge now carries each contiguous face run as a separate
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draw range keyed by the original packed `material_tag`; it neither reorders
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triangles nor collapses the high byte. For the first usable visual layer, the
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