docs: the splash .prm measured -- and its paint order is a sequence, not depth
ui-prm-primitives recorded that where a .prm paints on a screen without a measured order is unsolved. For the developer splash it is now measured. Every frame opens with two full-screen draws before any sprite. The second is untextured in all 212 frames with a constant vertex colour of FF000000 -- opaque black -- matching palogo_eff0.prm's declaration exactly: kind 0x10, pivot (640,360) -> 1280x720, one keyframe, a = 255. So the splash backdrop is an opaque black full-screen quad from the bundle itself, painted behind every sprite, which is why a splash render needs --black rather than the default backdrop. Not a general rule, and said so: the measured main-menu order puts pteff02.prm at position 4 and pteff00.prm LAST, the latter being the screen-transition fade. And a correction to an existing row. measured_paint_order returns [0, 2, 4, 6, 1, 3, 5] for the splash, described as "the .prm, then all three glows, then the three logos". But the glows and the logos never appear in the same frame -- 0 overlapping frames in 235 -- and two elements that never co-occur have no observable relative depth. Between those halves the vector records the order they were SEEN IN, not a front-to-back relationship. That does not make the render wrong, and element 0 is a real depth observation since the .prm co-occurs with everything. But the type of the claim matters: reading the vector as depth invites compositing all seven elements at once, which is exactly what does not reproduce the screen. METHOD: two things that never co-occur have no observable relative order; when recording an order, note which pairs actually appeared together.
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@@ -826,3 +826,11 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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four-entry enumeration showed none exists, and the question closed statically.
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A hypothesis that predicts an artefact can be killed by looking for the
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artefact, which is often far cheaper than measuring the behaviour.
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* **Two things that never co-occur have no observable relative order.** A
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"measured paint order" recorded from a running game looks like depth
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information throughout, but between elements that never share a frame it can
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only be the sequence they were *seen in*. The splash's vector mixes both kinds
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— element 0 is real depth (it co-occurs with everything), the glow/logo split
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is not — and the difference matters, because reading it as depth invites
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compositing every element at once. When recording an order, note which pairs
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actually appeared together.
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