Dated 'VM4 correction' notes, not silent rewrites:
- AR plan: NoOpRenderPackProductionIntegrationTests is a 2x2 recording-
device fixture, not a production pin; the real invariance is VM0's.
Both '14,928/14,928 zero skips' totals qualified: hermetic lane filter.
- Stage-2 connected report: the dense-town CPU figures ran under the
automation observer (9.8 MB/frame alloc) and say nothing about the
owner's hitch on the product; clean numbers are VM0's.
- Track A report + findings doc: TerrainUtils.GetNormal only orients
scenery; the render normals were already smooth; A2 replaced central
differences with retail's incident-face average (the reviewer's own
premise error).
- Findings doc: 'retail brightens' is the fallback path only; real
hardware runs the single-pass lerp (VM2). LandscapeDetailTextures = 0
answers the landscape open question. VM0 production table added as the
baseline.
- Completion audit retail-path row and the review's F1/F2/F3/F5 headers
annotated with their closures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Measured, not theorised. Records for the next session:
- #226 detail overlay is NOT implemented at 255b0aae, and the
BuildingDetailTextures Options checkbox is wired to NOTHING (settings +
UI exist; no consumer in Rendering/). The port must consume that
existing setting.
- Retail authors detail per terrain entry; Dereth has 33 entries but only
3 distinct detail textures, one 64x64 backing 88% of them.
- The detail pass is a framebuffer blend, not DOT3: environment uses
DSTCOLOR+INVSRCALPHA under BLENDOP_ADD, landscape uses SRCALPHA. Decoded
texture means give factors 1.03-1.20, so retail's own pass BRIGHTENS
rather than roughens - a real design decision for the port.
- EnvironmentDetailTextures gates buildings+interiors, NOT landscape
(ChangeRegion passes landscape=0).
- Refuted and recorded so nobody re-chases: highres is NOT an override dat
(20,684/2,294 ids, zero overlap - we already use it); the detail
textures are NOT normal maps (24%/8%/15% unit-length); but the engine
DOES have BumpMap/DotProduct3 machinery.
- Terrain normals are flat per-face with no averaging - whether retail
smooths is the open parity question.
- Atmospheric rendering want captured: opt-in shader packs, tier table,
and the shadow constraints (alpha-tested casters, animated casters via
the N.5 SSBO, indoor gating, streaming-bounded cascades, the #129 bias
trap, and the shadow_objects naming trap).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>