re: exact anchor offsets (GameMesh.vbuf_offset) -- correcting yesterday's defect table
The first read of the capture-truth table located our resources by searching the container for their leading vertices, which reads much worse than reality: the same leading run occurs at several offsets in one container. GameMesh now carries the offset the anchor scan actually chose, so the comparison is exact -- 4 of the ship's drawn buffers are anchored correctly, 2 are the twin collapse, and 2 are real mis-anchors of a size we do decode (brg 51 verts, eng_02_l 44). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -3677,6 +3677,7 @@ fn exhaust_cone_mesh() -> sylpheed_formats::mesh::GameMesh {
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uvs: Vec::new(),
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indices,
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name: Some("exhaust".to_string()),
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vbuf_offset: None, // procedural, not read from a container
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}
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}
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