Dynamic-RE follow-up: capture Canary's GPU vertex-fetch + draw calls and
feed the ground truth back into the static decoder.
The GPU capture confirmed the reverse-engineered layout exactly — meshes
draw as triangle LISTs (prim=4) with pos f32x3 @0, normal f16x4 @0x0C,
uv f16x2 @0x14 — and revealed the XBG7 vertex format is NOT fixed-stride:
models omit elements (stride 20 = pos+normal, no UV; 24 = pos+normal+uv).
- mesh.rs: parse the descriptor's vertex declaration ({offset, format-code,
usage} triples; 0x2A23B9=pos f32x3, 0x1A2360=normal f16x4, 0x2C235F=uv
f16x2) to drive per-model stride + element offsets, instead of assuming
stride 24. Coverage 25 -> 36 fully-validated models (e.g. the Stage_S*
props, which are pos+normal only). Same index-range + unit-normal safety
gates; complex/mismatched layouts still declined.
- Endianness note (documented): the capture's fetch endian=k8in32 describes
the GPU's guest-memory copy, NOT the .xpr file bytes — reading the file
with k8in32 breaks the normals (|n|->1.33); naive big-endian per element
is correct (the game rearranges vertex data on load).
- tests: a coverage-regression test (>=35 models) + the existing weapon /
body-declined disc tests still pass.
Confirmed against a Canary draw-log capture; see docs/re/structures/
xbg7-mesh.md (evidence log + declaration table).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>