docs(pipeline): spec amendment - v1 pak stores RGBA8, BC compression deferred
MP1a ground truth: the runtime atlas consumes decoded RGBA8 via TextureBatchData, so baking to BC7/BC1 (lossy) would change delivered pixels and contradict the phase's own byte-identical conformance gate. V1 stores RGBA8 exactly as the runtime produces; BC becomes an explicit post-conformance option with its own visual gate. Mip chains stay runtime-generated in v1. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -138,8 +138,14 @@ client uses today**, run offline:
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- Mesh extraction (GfxObj/Setup → GPU-layout vertex/index + batch tables) via the
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- Mesh extraction (GfxObj/Setup → GPU-layout vertex/index + batch tables) via the
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existing ObjectMeshManager build path.
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existing ObjectMeshManager build path.
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- Texture decode (palette/INDEX16/etc. → RGBA) via the existing TextureHelpers path,
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- Texture decode (palette/INDEX16/etc. → RGBA) via the existing TextureHelpers path.
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then compressed to BC7 (quality) / BC1 (opaque bulk) with precomputed mip chains.
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**AMENDED 2026-07-05 (MP1a ground truth):** v1 pak stores **decoded RGBA8 exactly
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as the runtime path produces today** (the atlas consumes RGBA8 via
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`TextureBatchData` — storing BC7/BC1 would change delivered pixels and violate
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this phase's byte-identical conformance gate). BC compression (quarter the disk
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+ VRAM, lossy) is an explicit post-conformance option requiring its own visual
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gate and user approval, not v1 scope. Mip chains remain runtime-generated
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(`GenerateMipmaps` flush) in v1 for the same reason.
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- BSPs (physics, cell, drawing) flattened to index-based node arrays (blittable).
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- BSPs (physics, cell, drawing) flattened to index-based node arrays (blittable).
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- Landblock terrain data (heights/attributes) as blittable arrays.
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- Landblock terrain data (heights/attributes) as blittable arrays.
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- EnvCells (geometry + portals + surfaces) as blittable records.
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- EnvCells (geometry + portals + surfaces) as blittable records.
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