Interior walls, floors, and ceilings were invisible because the Phase 2d walker only consumed StaticObjects and skipped each cell's CellStruct (VertexArray + Polygons + EnvCell.Surfaces). This commit ports the same fan-triangulated per-surface bucket pattern from GfxObjMesh into a new CellMesh module, then wires it into the interior walker so each EnvCell now contributes both its static props and its room mesh. The cell's world transform (rotation * translation(cellOrigin + lbOffset)) is baked into MeshRef.PartTransform with WorldEntity at identity, matching how StaticMeshRenderer composes model = PartTransform * entityRoot. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Shaders | ||
| CameraController.cs | ||
| FlyCamera.cs | ||
| GameWindow.cs | ||
| ICamera.cs | ||
| OrbitCamera.cs | ||
| Shader.cs | ||
| StaticMeshRenderer.cs | ||
| TerrainAtlas.cs | ||
| TerrainRenderer.cs | ||
| TextureCache.cs | ||