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>
This commit is contained in:
2026-08-12 02:04:55 +00:00
parent 3245aca8cb
commit 26f1bdf6fd
5 changed files with 90 additions and 38 deletions

View File

@@ -3677,6 +3677,7 @@ fn exhaust_cone_mesh() -> sylpheed_formats::mesh::GameMesh {
uvs: Vec::new(),
indices,
name: Some("exhaust".to_string()),
vbuf_offset: None, // procedural, not read from a container
}
}