anchor_pool_mesh walks candidates from vertex_run_starts(bytes, data_base, stride): ONE scan of the whole container per stride, shared by every resource of that stride, and it accepts the first candidate that validates. Nothing ties the chosen block to the resource it belongs to, so two resources sharing (stride, vertex count, index count) are interchangeable to this search. The wrong block is not distinguishable by quality. Tracing the accept for e303_wep_01: Stage_S01 vb=4600480 span 49 x 23 x 42 passes 0.85 = true Stage_S02 vb=18403456 span 1600 x 2100 x 4800 passes 0.85 = true Both clear the strict winding gate, because the wrongly-taken block IS real coherent geometry -- another resource's. That rules out a family of fixes: no threshold, scoring, or best-of-N selection can help, which is exactly why the previous iteration's attempt changed nothing. The search space must be constrained instead. Two candidates recorded, ordered by how much new format knowledge they need: per-resource data extents from the XPR2 resource table, or monotonic anchoring (resource k's vb after resource k-1's) if data blocks follow descriptor order -- testable against the 556 resources that already decode consistently. Instrumentation reverted; only docs land here. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
396 lines
25 KiB
Markdown
396 lines
25 KiB
Markdown
# XBG7 — mesh geometry (inside XPR2 model containers)
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- **Confidence:** 🟡 `PROBABLE` for the single-stream layout (below); ❔ `HYPOTHESIS` / undecoded
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for the complex multi-stream body layout.
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- **Parser in:** `sylpheed-formats/src/mesh.rs` (`Xbg7Model::from_xpr2`), tests
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`tests/mesh_disc.rs`. Container parsing reused from `src/texture.rs` (`Xpr2Header` /
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`Xpr2ResourceEntry`).
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- **Applies to:** ship / weapon / prop models in `hidden/resource3d/*.xpr` (166 files).
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- **Method:** clean-room — static hex inspection of the retail disc + geometric validation of the
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recovered triangles (non-degenerate area, indices in range, bbox matches the descriptor's stored
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size). No game code decompiled or copied.
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## Where XBG7 lives
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Models are ordinary **`XPR2`** containers (see the XPR2 texture doc / `texture.rs`). The 16-byte
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resource-directory entries (from file offset `0x10`) carry `TX2D` texture resources **and** one or
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more `XBG7` geometry resources:
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```
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entry = [ tag:4 ][ data_offset:u32 ][ descriptor_size:u32 ][ name_offset:u32 ] (big-endian)
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```
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Offsets are relative to the directory base `0x10`. The `XBG7` *descriptor* (at `data_offset+0x10`,
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`descriptor_size` bytes) is a **scene / material / node graph** — it holds node names
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(`rou_f001_mnt1_root`, `Light`, …), a bounding value (`0x41F00000` = 30.0 ≈ the ship's ~30-unit
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length), material names matching the `TX2D` channels (`_col` albedo, `_spc` specular, `_gls` gloss,
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`_lum` luminance), and per-sub-mesh records. The **vertex / index buffers** live in the container's
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shared **data section** (from `header_size`).
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## Sub-mesh records (in the descriptor)
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Read in file order by a sliding 4-byte scan; each is a big-endian tuple:
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```
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[ vtx_count:u32 ][ 0:u32 ][ idx_count:u32 ][ tail:u32 ]
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3..=65535 ==0 mult. of 3 1..=64
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```
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(For `rou_f001_wep_00`: `vtx_count=215`, `idx_count=1092` — matches the recovered geometry exactly.)
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## The single-stream data layout — 🟡 PROBABLE (decoded, GPU-cross-checked)
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For 36 of the 166 models (weapons, simple props) the data section is a straight sequence of
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sub-meshes, carved from `header_size` in record order:
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```
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per sub-mesh block:
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[ 12-byte header (contents undecoded) ]
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[ index buffer : idx_count × u16 BE ] triangle list (prim=4, GPU-confirmed)
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[ vertex buffer : vtx_count × stride bytes ] ← declaration-driven
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(pad to 16 bytes → next sub-mesh)
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```
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The 12-byte header precedes the **index** buffer (the same block shape as stage
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resources — see below); the vertex buffer follows the indices with no further
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gap. (Earlier this was mis-modelled as `[index][12-byte gap][vertex]`, which put
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the vertex buffer at the identical offset but read the index buffer 12 bytes too
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early — turning the 12 header bytes into 6 junk indices = **2 leading degenerate
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triangles** (a stray-triangle artifact) and dropping the last 6 real indices.
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Skipping the header fixes the triangle list with no change to vertex coverage.)
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**Vertex declaration.** The layout is **not fixed-stride**. The descriptor holds a declaration table
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(right after the `(index_bytes, index_count)` marker) of `{offset:u32, format-code:u32, usage<<16:u32}`
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big-endian triples, terminated by `offset == 0x00FF0000` / `code == 0xFFFFFFFF`:
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| usage | element | format code | format | size |
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|-------|----------|-------------|--------|------|
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| 0x00 | POSITION | `0x2A23B9` | f32×3 | 12 B |
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| 0x03 | NORMAL | `0x1A2360` | f16×4 (use xyz) | 8 B |
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| 0x05 | TEXCOORD | `0x2C235F` | f16×2 (u,v) | 4 B |
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Stride = max element extent. Models **omit elements** → variable stride (20 = pos+normal, no UV;
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24 = pos+normal+uv). Each element is read in **naive big-endian component order** (the raw file
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bytes; see the endianness note below). Assuming a fixed stride-24 was why the old decoder mis-aligned
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and declined the pos+normal-only models.
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**Alignment pinned by the normals.** The vertex buffer starts at `index_end + 12` (a fixed 12-byte
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header — NOT `align16`, which lands 4 bytes early on most models). The correct offset is the unique
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one where recovered normals are exactly unit-length.
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**Safety gate:** every index is validated `< vtx_count`, and when the declaration has a normal
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element the mean recovered `|normal|` must be ≈1 (`[0.5, 2.0]`). A model failing either is rejected
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(`MeshError::UnsupportedLayout`) rather than emitting garbage.
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### Endianness — file bytes are naive-BE, `k8in32` is a red herring ✅
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The Canary GPU capture reports every vertex stream with fetch `endian = 2` (`k8in32`, each 32-bit
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word byte-reversed). This describes the **guest-memory** copy the GPU fetches — **not** the `.xpr`
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file bytes. Reading the file with a `k8in32` transform breaks the normals (mean `|normal|` → 1.33);
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the plain per-element big-endian read yields exactly unit normals. So the game **rearranges** the
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vertex data between the on-disc `.xpr` and the uploaded buffer; the decoder reads the file directly
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and must use naive BE.
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## Stage containers — multi-resource, grouped pools ✅ (content-anchored)
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`hidden/resource3d/Stage_S*.xpr` are not single models but **collections of
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enemy / prop sub-models** — up to ~400 `XBG7` resources each (e.g. `Stage_S07` =
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378). Their data layout differs from the weapon files:
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- Each resource is a block `[12-byte header][index buffer][vertex buffer]`.
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Unlike weapons there is **no 12-byte gap between index and vertex** — the
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vertex buffer directly follows the indices.
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- The **index count** is the descriptor's `(index_bytes, index_count)` marker
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(the *total* for the resource — a resource may have several sub-meshes summing
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to it), **not** the first sub-mesh record. The **vertex count** is a `u32`
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stored **32 bytes before** the marker.
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- The blocks are **scattered through the data section, interleaved with the
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container's texture data**, in an allocation order that is **not** directory
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order and is **not stored** in any descriptor field we could find (the
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descriptor holds sizes — `rel 160 ≈ index_bytes+3`, `rel 164 =
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0x1000_0000 | (vertex_bytes+2)` — but no data offset). Reconstructing that
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allocation order is unsolved.
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Because the offset is not stored, each resource's block is located by
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**content**: parser `Xbg7Model::stage_models` does one `O(file)` pass per
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distinct stride to find every **vertex-buffer start** (an offset whose NORMAL —
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`f16×4` at vertex `+12` — is unit length while the *previous* stride slot's is
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not, i.e. a run boundary; ~one candidate per block, not millions), then pins each
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resource to the unique candidate where the `index_count` indices ending just
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before it are all `< vertex_count`, reference nearly all vertices, and yield
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non-degenerate triangles with real extent. This is fast (≤ ~2 s on a 70 MB
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stage) and unambiguous (no two resources collide). Blocks that fail validation —
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the few quantized hero bodies — are **skipped**, never emitted as garbage.
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**Coverage:** 5662 sub-models decode across the 22 stage files (e.g. `Stage_S07`
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366/378, `Stage_S10` 7/9 — including the main enemy bodies `e003`/`e005`, their
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LODs, weapons, and props). The viewer (`spawn_stage_models`) lays the decoded
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sub-models out as a side-by-side "cast sheet", skipping the few huge skybox-plane
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resources (300 k-unit quads). Cross-checked: `e003` = 2383 v / 1436 t bbox
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23.5×9.5×32.5; `e005` = 2566 v / 1507 t; both 0 degenerate.
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## Not yet decoded — ❔ the complex body layout
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The hero-ship *body* meshes (`DeltaSaber_A/_T/_W.xpr` resource `f004`, and ~100 other models) still
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decline. Two open sub-problems: (1) **multi-sub-mesh models** whose *first* sub-mesh decodes but a
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later one's inter-mesh offset isn't yet handled (the `align16` advance is a guess) — these are
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declined whole; (2) the big body meshes, where the data section does not start with an index buffer
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and the geometry sits at descriptor-addressed offsets. NB the GPU capture showed **every** rendered
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mesh is *single-stream* (just wider strides, e.g. 44 bytes = pos + f32×3 + colour + 2×f16×4), so the
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body is likely single-stream-with-a-richer-declaration rather than the "separate streams" first
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guessed — it was simply not rendered in the captured session (menu only). A capture taken *in a
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mission* (where `DeltaSaber` renders) would hand over its exact declaration directly. `DeltaSaber_A`'s
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5 XBG7 blocks are `f004` (body) + `_rou_f004_mnv01_L/_R`, `_mnv02`, `_turn180` (maneuver / pose).
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## Evidence log
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- 2026-07-12 — `rou_f001_wep_00.xpr`: XPR2 dir = 1×XBG7 (`f001_wep_00`) + 3×TX2D
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(`_col/_gls/_spc`). Data section starts with a u16-BE index run (max 214), then stride-24
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vertices. Descriptor record `[215,0,1092,4]` at desc `+0x2B0`; index-buffer byte size `0x888`
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(=2184=1092×2) at desc `+0x1A0`. Recovered mesh = 215 v / 364 t, 362 non-degenerate, median tri
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area 0.015 — coherent. → single-stream layout **PROBABLE**.
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- 2026-07-12 — descriptor-driven sequential carving over all 166 models: **42 carve** under the
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index-only check. Real 3D extent confirmed on `rou_f001_wep_04` (bbox 3.7×1.2×3.5).
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- 2026-07-12 (refine) — attribute ranges differed per model (`wep_00` UV≈attr0/2, `wep_04`
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attr4/5, `wep_03` attr1≈±60000 = garbage) → **refuted the fixed "6 half attrs, UV=attr0/2"
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reading.** Found the descriptor **vertex declaration** (offsets 0x0C/0x14, usages 0x03 NORMAL /
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0x05 TEXCOORD). Solved the vertex-base offset with a **unit-normal validator**: `index_end + 12`
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gives median `|normal| = 1.000` on every weapon model (`wep_00/02/03/04`), vs `align16` landing 4
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bytes early. UVs then land in `[0,1]`. Adding the normal gate: **25 models decode clean +
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normal-valid** (the rest — incl. `Stage_S*` degenerate blobs — correctly declined).
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- 2026-07-12 (DYNAMIC) — added a cvar-gated draw logger to Canary
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(`command_processor.cc::LogDrawForRE`, cvar `log_draws`), captured the Ready Room / Briefings.
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**GPU ground truth confirmed the static layout exactly**: primitive `prim=4` = **triangle LIST**
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(settles the list-vs-strip question), and a stream with `f32x3 @offset0` + `f16x4 @3dw` +
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`f16x2 @5dw`, stride 6 dwords = 24 bytes — matching `POSITION@0, NORMAL@0x0C, TEXCOORD@0x14`.
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Revealed **stride varies** (24, 20, 28, 44 …) and that all streams are **single-stream** →
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parsed the declaration for variable stride: coverage **25 → 36** (e.g. `wep_05` is pos+normal,
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stride 20, no UV — previously mis-aligned). Also confirmed the endianness note above: fetch
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`endian=2` (k8in32) is the *guest* copy; file stays naive-BE. `Stage_S*` now decode (stride 20).
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- 2026-07-12 (STAGE) — `Stage_S*.xpr` decoded as multi-resource containers. Found each geometry
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block is `[12B hdr][index buffer][vertex buffer]`, index count = descriptor marker (total, e.g.
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`e003` = 4308 spanning 2 sub-meshes), vertex count = `u32` at marker−32 (`e003` = 2383 → verified
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by max-index 2382 and 0 degenerate tris, bbox 23.5×9.5×32.5). Blocks are scattered among texture
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data with **no stored offset** (descriptor rel 160 = idx_bytes+3, rel 164 = `0x1000_0000 |
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(vtx_bytes+2)` are sizes, not offsets; block starts e.g. `e003`@0x10230, `e003_l`@0x5d000,
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`e005_l`@0x9b000 are not directory-ordered). Solved by **content anchoring**: a single per-stride
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pass finds vertex-run starts (unit NORMAL at +12 whose previous slot isn't), then match each
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resource by strict index+triangle validation. **5662 sub-models decode across 22 stages** (S07
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366/378), incl. the previously-declined main bodies `e005` (2566 v) and weapons — ≤2 s on 70 MB.
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Parser `Xbg7Model::stage_models`, tests `stage_models_{decode,sweep,quality_audit}`.
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- 2026-07-17 — **triangle-LIST re-confirmed; a strip interlude refuted; winding-consistency gate
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added.** A 2026-07 change had briefly re-read the index buffers as triangle *strips* (to "fill
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holes"). Refuted objectively with a new `XVERIFY` diagnostic that compares both readings by
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**stored-normal agreement** (each triangle's cross-product face normal vs the sum of its vertices'
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stored normals): the LIST reading gives agreement **1.000** on every clean weapon (`wep_00/03/04/19`
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= only possible with correct topology + winding), the STRIP reading **~0.49** (random). The strip
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reading also over-generated ~2.5× the triangles (wep_00: 938 vs 364) — a hole-filling garbage soup.
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Reverted to LIST in both paths (`from_xpr2`, `read_pool_mesh`), matching the `prim=4` GPU capture.
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Added an objective **winding-consistency gate** `max(na, 1-na)`: a correct carve is internally
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consistent (agreement ≈1.0, or ≈0.0 for inverted-but-consistent winding — a real single-sided
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mesh), a mis-carve scatters to the ≈0.5 middle. `from_xpr2` declines sub-meshes below 0.90 (e.g.
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`wep_23` na=0.398 → declined instead of a spike-mess); the single-model **content-anchor fallback**
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gates at 0.85; the large multi-resource **stage** path stays ungated (its enemy meshes span a
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continuous 0.5–1.0 consistency range — a hard gate there dropped ~48/314 legit S07 blocks).
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**Routing fixed:** `decode_models` (CLI) and the viewer now route by `count_xbg7` (1 → validated
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records-based list decode, fallback to strict-gated anchor; >1 → stage anchor) instead of the old
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"whichever decoder yields more verts" rule — that rule let stage content-anchoring win on
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single-model weapon files and fabricate **phantom** blocks (a `wep_00` clone appearing inside
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`wep_19`), duplicates, and spike-mess anchors. Weapons now: 33 clean-decode / 26 declined (declined
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= genuinely multi-stream or un-carvable, shown as nothing rather than garbage); stage coverage
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unchanged (S07 314). `expand_triangle_strip` retained as an `XVERIFY`-only diagnostic.
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- 2026-07-12 — `DeltaSaber_A.xpr` body: data does **not** begin with indices; plain-`f32×3` runs
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with ship-scale extent (span ≈27–34, matching bbox 30.0) found only at high offsets
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(`data+0x28634C`, …) → multi-stream, **undecoded**.
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- 2026-07-18 — **GROUPED-POOL layout cracked → the hero ship (Delta Saber) fully decodes.** The
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detailed models (`DeltaSaber_*.xpr` + ~100 others) were declined for **location**, not format —
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their vertex format is the standard stride-24 triangle list. A resource's *several* sub-meshes
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don't interleave `[idx][vtx]` per block; they share **two grouped pools**: an **index pool**
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(buffers concatenated in descriptor-marker order, each **4-byte aligned**) followed by a **vertex
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pool** (each sub-pool `vtx_count × stride`, same order), with the index pool ending **exactly**
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where the vertex pool begins. So the whole resource pivots on one unknown, the first vertex-pool
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start `vb0` (= index-pool end, found by the unit-normal vertex-run scan); everything else is
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derived: `ib0 = vb0 − span`, `ib[i] = align4(ib[i-1] + idx_count[i-1]·2)`,
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`vb[i] = vb[i-1] + vtx_count[i-1]·stride`. Reversed statically from `DeltaSaber_T.xpr` and
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**cross-checked against a Canary GPU draw-log capture** (mission ship = `DeltaSaber_T.xpr`, found
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via the `--log_file_io` kernel hook): `f001` = body (idx@`data+0xC` = 0x5500C, vtx@0x61ACC, 10891 v
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/ 8187 t) + **7 detail parts** (fins/cockpit/wingtips, markers at descriptor 0x3BEC…0x58FC) =
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**8650 tris**, and **every sub-mesh decodes at 0 degenerate / full coverage / winding-agreement
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1.000**. This is the layout the per-block adjacency anchor (`ib = vb − idx_bytes`) rendered as a
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**spiky phantom** (it read 24561 indices starting 2782 B too late, agree 0.64, 1277 degenerate).
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Insight: a single index marker reduces the grouped model to `index_end = vb0`, i.e. the existing
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adjacency `ib = vb − idx_bytes` — so grouped **generalises** the single-block anchor (n=1 is
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identical). Implemented as `anchor_grouped_meshes` (mesh.rs): `anchor_models` routes resources with
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>1 index marker to it (validated per sub-mesh; on failure falls back to the old first-marker
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adjacency anchor so stage coverage never regresses); single-marker stages/props keep the exact
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prior path. The shared acceptance test is factored into `validate_block` (the connectivity
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heuristic is relaxed for *derived* grouped parts, which are pinned by in-range + consistency, so
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small flat fins aren't mis-rejected). Render self-check: `sylpheed-cli mesh render DeltaSaber_T.xpr
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--only f001` (exact-name match excludes the `_rou_f001_mnv*` animation poses) → clean complete
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fighter. Test `hero_ship_grouped_pool_decodes`. Colours/UVs still pending the running-game oracle.
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- 2026-07-18 (refinement) — **4-byte vertex-pool alignment + weapon recovery.** The grouped-pool
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rule "index pool ends exactly where the vertex pool begins" is really "the vertex pool is **4-byte
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aligned** after the index pool": `vb0 = align4(ib0 + span)`, so 0..=3 bytes of padding can sit
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between them. DeltaSaber's index pool ended already-aligned (pad 0), which hid this; **19
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weapon/`*_hangar` models** (single- and multi-marker: `wep_08/11/34/58/62/69/81/83…`) have pad 2
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and so decoded to *nothing* — the viewer then showed them as a flat 2D texture instead of a model.
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Fix: both anchors try `pad ∈ 0..=3` (`ib = vb − idx_bytes − pad` for the single-block adjacency
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anchor; `ib0 = vb0 − span − pad` for the grouped pivot), validated — a wrong pad reads shifted
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indices → agreement collapses < 0.85, so only the true pad passes. pad>0 in the ungated stage path
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is gated at a strict 0.85 to avoid a false anchor; pad 0 keeps its exact prior behaviour (stages
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unchanged). Result: all 19 now decode as clean models (e.g. `wep_34` 1243 v / 1233 t, a
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long-barrelled gun-pod; `wep_08` 3 sub-meshes / 478 t). Viewer routing already falls through
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`from_xpr2` → `anchor_models(0.85)` for single-XBG7 files, so the recovered grouped/padded weapons
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now preview as meshes.
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- 2026-07-18 (refinement 2) — **pivot on the largest sub-mesh; all 19 recovered.** Three weapons
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(`wep_81`, `wep_81_hangar`, `wep_30_hangar`) still declined because the grouped pivot validated
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`markers[0]`, which for these is a tiny *elongated* lead bracket that fails the connectivity gate
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even when perfectly placed. Fixed by pivoting the alignment check on the **largest** marker (max
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index count) — the sub-mesh whose triangle-quality/connectivity signature most reliably confirms
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`(ib0, vb0)`. Once the pivot validates, markers up to it are read unconditionally (a legitimately
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tiny/flat lead part may fail the quality gates yet still be real), and markers after it stay
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validated so a stray trailing marker ends the chain. Result: **all 19 previously-declined weapons
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decode** (`wep_81` 460 t missile w/ tail fins; `wep_30_hangar` 334 t). DeltaSaber unchanged (its
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body IS the largest marker → same pivot). 7/7 disc tests green, stage quality audit unchanged.
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## The declined set, measured (2026-08-11)
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The module note said "a few multi-stream / quantized bodies remain" declined.
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Measured across all 166 `hidden/resource3d/*.xpr`:
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- **6 294 XBG7 resources, 5 480 decoded (87.1 %), 814 declined**, in **31 of 166**
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containers. Worst: `Stage_S09` 64/380, `Stage_S06` 58/324, `ptc_pack` 57/136.
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- The declined set is **not** "a few hero bodies". By name prefix it is **492
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`e*`** (enemy craft), **142 `f*`**, **73 `n*`**, **23 `eff*`**, plus destroyed
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variants (`_rou_f402_dead`, `_rou_f302_base_dead`) and one weapon
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(`_rou_e011_wep04`).
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### A shortcut that does not work
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The resource descriptor's third word looked like a format/stream flag — decoded
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`g001…g003` carry `0x00010001` while declined `t170`/`t180` carry `0x00020004`,
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which reads temptingly as `(streams << 16) | format`. **It is not that.**
|
||
Histogramming it over the whole disc puts decoded *and* declined resources at
|
||
every value:
|
||
|
||
```
|
||
word[2] decoded declined
|
||
0x00010001 4479 328
|
||
0x00010002 126 27
|
||
0x00010003 120 112
|
||
0x00010004 142 84
|
||
… … …
|
||
```
|
||
|
||
Its low half runs 1…0x52 and tracks sub-mesh count, not vertex format. **So
|
||
decodability is not declared in the descriptor** — it is a property of whether
|
||
the unit-normal anchor scan can locate `vb0`, which is exactly what the current
|
||
code already tests. Anyone attacking this should not spend time on the
|
||
descriptor: 229 of the declined resources even carry the *most* common
|
||
`0x00010001` with under 1 KB of data, i.e. they are small meshes the scan has too
|
||
little signal to anchor, not exotic formats.
|
||
|
||
## Silent mis-decodes: a detector, and how many there are (2026-08-11)
|
||
|
||
The [declined set](#the-declined-set-measured-2026-08-11) is the *honest* failure
|
||
mode — 814 resources the decoder refuses. This is the other kind: geometry that
|
||
decodes without complaint and is wrong.
|
||
|
||
### The case that exposed it
|
||
|
||
`e303_wep_01` decodes from fourteen containers. In eleven it is a **49 × 23 × 42**
|
||
turret with organic vertices (`24.55, 0.00, 4.46` …). In `Stage_S02`, `S08` and
|
||
`S26` the *same* resource — **identical 172 vertices and 330 indices** — decodes
|
||
to **1600 × 2100 × 4800** of axis-aligned box corners:
|
||
|
||
```
|
||
Stage_S01 [ 24.55 0.00 4.46] [ 24.55 9.84 2.91] normals varied
|
||
Stage_S02 [ 42.00 -900.00 2400.00] [-600.00 -500.00 -500.00] normals (0,0,1)
|
||
[ -600.00 -500.00 -950.00] [-600.00 -950.00 -950.00] ← box face corners
|
||
```
|
||
|
||
The anchor scan located a **different buffer that happens to share the vertex and
|
||
index counts**, so every size-based check it makes passes. This is exactly the
|
||
"declined only for *location*, not format" risk the module notes describe — except
|
||
here it does not decline, it succeeds wrongly.
|
||
|
||
### The detector: cross-container bounds consistency
|
||
|
||
A resource shared by several containers must decode to the same bounds. That
|
||
needs no ground truth, and it measures the problem:
|
||
|
||
- **681 resources appear in ≥2 containers.**
|
||
- **125 of them decode to different bounds while reporting identical vertex and
|
||
triangle counts** — a lower bound on silent mis-decodes (a resource wrong in
|
||
*every* container is invisible to this test).
|
||
|
||
Examples: `_rou_f401` decodes as `62×25×10` in 16 containers and `4738×3147×4738`
|
||
in 2; `_rou_e011_wep05` produces **four** different spans across 8 containers.
|
||
|
||
### Repair candidate, and its limits
|
||
|
||
Taking the **majority span** across containers resolves **104 of the 125**; 14 are
|
||
exact 50/50 splits that a vote cannot decide. It agrees with the ground truth in
|
||
the one case that has independent evidence — `e303_wep_01`, where the 11-container
|
||
majority is the turret the render and the runtime capture both support.
|
||
|
||
🟡 **It is a heuristic and is otherwise unvalidated.** For
|
||
`_rou_e302_base_break` the majority is the *larger* span (`685×1206×1444`, 8 of
|
||
15) and nothing yet says which is right. Use the detector to flag; do not silently
|
||
rewrite geometry on a vote.
|
||
|
||
### ROOT CAUSE: the candidate list is container-global
|
||
|
||
Traced 2026-08-12. `anchor_pool_mesh` (the **per-block** path, which is the one
|
||
that handles single-sub-mesh resources like `e303_wep_01`) walks a candidate list
|
||
built by `vertex_run_starts(bytes, data_base, stride)` — **one scan of the whole
|
||
container per stride**, shared by every resource of that stride. It accepts the
|
||
**first** candidate that validates.
|
||
|
||
So a resource is anchored to *whatever block matches its signature first in file
|
||
order*, and nothing ties that block to the resource it belongs to. Two resources
|
||
sharing `(stride, vertex count, index count)` are interchangeable to this search.
|
||
|
||
**The wrong block is not distinguishable by quality.** Tracing the accept for
|
||
`e303_wep_01`:
|
||
|
||
```
|
||
Stage_S01 ACCEPT vb=4600480 pad=0 span= 49 × 23 × 42 passes 0.85 = true
|
||
Stage_S02 ACCEPT vb=18403456 pad=0 span=1600 × 2100 × 4800 passes 0.85 = true
|
||
```
|
||
|
||
Both clear the strict winding-consistency gate, because the wrongly-taken block
|
||
**is** real, coherent geometry — just another resource's. That rules out a whole
|
||
family of fixes: no threshold, no scoring, no "pick the best candidate" changes
|
||
this, and the earlier attempt to add best-of-N selection in the grouped-pool
|
||
anchor duly changed nothing.
|
||
|
||
**The search space has to be constrained instead.** Two candidates, in order of
|
||
how much new format knowledge they need:
|
||
|
||
1. **Per-resource data extents.** The XPR2 resource table gives each resource a
|
||
descriptor; if the geometry extent can be derived from it, restrict `starts`
|
||
to that range and the theft becomes impossible.
|
||
2. **Monotonic anchoring.** If resources' data blocks follow descriptor order,
|
||
then resource *k*'s `vb` must lie after resource *k−1*'s — a cheap constraint
|
||
needing no new format knowledge. Testable against the 556 resources that
|
||
already decode consistently across containers.
|
||
|
||
### Where the mis-decode is *not*: the grouped-pool anchor
|
||
|
||
An attempt to fix it by making `anchor_grouped_meshes` choose the **best-scoring**
|
||
`vb0` (rather than the first candidate clearing the 0.85 gate) changed **nothing**
|
||
— still 5 480 of 6 294 decoded and still 125 inconsistent — and instrumenting the
|
||
pivot loop shows why: for `e303_wep_01` it never runs. **The resource has a single
|
||
sub-mesh, so it is decoded by the per-block adjacency path
|
||
(`anchor_pool_mesh`), not the grouped-pool anchor.**
|
||
|
||
So the silent mis-decode lives in the **per-block** anchor. That is worth knowing
|
||
before anyone else spends time on the grouped-pool pivot, which is the more
|
||
prominent and better-documented of the two and the natural first suspect.
|
||
|
||
The change was reverted: it was untargeted, unproven, and added a scoring path
|
||
with no demonstrated benefit. (Its one reusable idea — that several `vb0`
|
||
candidates can clear the gate and first-in-scan-order is an arbitrary tiebreak —
|
||
still applies to whichever anchor turns out to be at fault.)
|