feat(game): add static mission Vulkan mode
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@@ -934,6 +934,23 @@ visual component emitted for that object. The bridge deliberately leaves the
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value absent when no mission draft exists; it does not infer an original ID
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from a runtime slot or draw order.
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### Opt-in mission static-Vulkan bridge
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`fparkan-game --backend static-vulkan` is an explicit native-window experiment,
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not the default planning path. After mission loading it selects the first
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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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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. A GOG
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`MISSIONS/Autodemo.00/data.tma` attempt exceeded the local 120-second runner
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limit before the window/report, so this mode has implementation and unit/lint
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evidence only, not a corpus GPU acceptance claim.
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`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
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сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
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static vertex/index upload path. Для текущего диагностического viewer XZ bounds
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