2V2-e.3: live smoke of the Godot render adapter
Fix the material cache key: bools given to %d failed to format, so every draw shared the first material (the face texture). The render test now checks one texture per texture name. Offline and live (192.168.21.203) show the dressed main character; live also shows the nearby mobs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
1fe8a4b643
commit
ac4c2aa4e0
@@ -138,12 +138,18 @@ func run() -> void:
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textures.append(draw["texture0"])
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report["textures"] = textures
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var surfaces_textured := 0
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var distinct_textures := {}
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for instance in world.find_children("Draw*", "MeshInstance3D", false, false):
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if instance.visible and instance.mesh:
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var material: StandardMaterial3D = instance.mesh.surface_get_material(0)
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if material and material.albedo_texture:
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surfaces_textured += 1
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distinct_textures[material.albedo_texture] = true
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report["surfaces_textured"] = surfaces_textured
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report["distinct_textures"] = distinct_textures.size()
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# Every texture name gets its own texture (face, body, hair are not one material).
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_check(distinct_textures.size() == textures.size(),
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"one texture per texture name (%d of %d)" % [distinct_textures.size(), textures.size()])
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var bounds := []
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for instance in world.find_children("Draw*", "MeshInstance3D", false, false):
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if instance.visible and instance.mesh:
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