Smoke test flag-on showed characters/NPCs disappearing along with static scenery. Root cause: Task 9 routed all InstancedMeshRenderer.EnsureUploaded calls through WB. But that renderer is used for BOTH tiers in production — character per-part spawn (line 2302, per-instance) AND streaming-loader spawns (lines 5137 + 5155, atlas). The renderer is tier-blind by design. Tier-routing belongs at the spawn-callback layer per the spec's data-flow section: - LandblockSpawnAdapter (Task 11) calls IncrementRefCount per unique GfxObj — atlas-tier only. - EntitySpawnAdapter (Task 17) routes through per-instance path via TextureCache.GetOrUploadWithPaletteOverride. This commit removes the sentinel pattern + 4 sentinel-skip checks from InstancedMeshRenderer. Kept the _wbMeshAdapter constructor parameter (unused for now) so GameWindow's wire-up doesn't shift. Kept all the real WB pipeline construction in WbMeshAdapter (it's the substrate routing will use in Week 2). Verified flag-on === flag-off post-revert. Plan updated with Adjustment 2 explaining the discovery + correct architectural placement for routing. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> |
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| audit | ||
| plans | ||
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| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||