diff --git a/README.md b/README.md index a8609aef..e2a12ce3 100644 --- a/README.md +++ b/README.md @@ -26,8 +26,11 @@ (`test/golden/m1-bindpose.png`)。多骨架:`warrior_lord`(v6,74)、`assassin`(v6,95,17 表面)、 `shaman_lord`(**v7**,93) 均正确加载渲染。 - [x] **M2** — 骨骼动画。`Metin2AnimPlayer` `_process` 里 `gr2::sample_pose`(跨文件) - → `Skeleton3D.set_bone_global_pose`,Godot GPU 蒙皮。`dance01`(28.3s / 74 track) - 播放,`selfcheck` 25 采样 0 NaN,t=2/9/16/23 姿势各异(`test/golden/m2c-*.png`)。 + → 逐骨 `Skeleton3D.set_bone_pose`(局部),Godot GPU 蒙皮。`general/wait` 头 / 护甲 + 对齐正确(`test/golden/m2-wait.png`);`get_bone_global_pose` vs `conv(world)` 全骨 ≤2.6e-5; + CPU-LBS 参考路径(`MTGODOT_CPUSKIN=1`)与 GPU 蒙皮一致;`selfcheck` 0 NaN。 + ⚠️ `dance_1` 等表情动作头 / 颈塌陷 —— **libgr2 曲线解码 bug,xrender-poc bgfx demo 同样复现** + (见 `docs/MIDREVIEW.md` §4)。 - [~] **M2.5** — 材质与观感保真。`ShaderMaterial`(modulate tex×COLOR×light、 opaque/alpha/alpha-test/add 四模式)+ 目录扫描贴图解析 + 方向光阴影 + procedural sky + 引擎雾(`test/golden/m25-*.png`)。**门禁未闭**:多材质槽 → 贴图/混合的精确映射需 diff --git a/docs/MIDREVIEW.md b/docs/MIDREVIEW.md index 0002629e..4fa721ca 100644 --- a/docs/MIDREVIEW.md +++ b/docs/MIDREVIEW.md @@ -11,7 +11,7 @@ |---|---|---| | **M0'** 脚手架 | ✅ | GDExtension 加载、`Metin2Model`/`Metin2AnimPlayer` 注册、`libgr2` 静态链接、Godot 4.7 工程 Metal Forward+ 出画 | | **M1** 静态渲染 | ✅ | `warrior_cheongrin`:75 骨 / 5 表面 / 3324 顶点,正立、朝 +Z、`unit_scale=0.01`、`flip_z/flip_winding=false`、贴图正确(`test/golden/m1-bindpose.png`)。多骨架:`warrior_lord`(v6,74)、`assassin`(v6,95,17 表面)、`shaman_lord`(**v7**,93) 均加载渲染正确 | -| **M2** 骨骼动画 | ✅ | `dance01`(28.3s / 74 track)经 `gr2::sample_pose`(跨文件)→ `Skeleton3D.set_bone_global_pose` → Godot GPU 蒙皮播放。`selfcheck` 25 采样 **0 NaN/Inf**。t=9/16 姿势正确、无蒙皮撕裂(`test/golden/m2c-*.png`、`m25-warrior-shader.png`) | +| **M2** 骨骼动画 | ✅(渲染路径)/ ⚠️(一条 upstream bug) | `general/wait`(2.67s / 75 track)经 `gr2::sample_pose`(跨文件)→ 逐骨 Godot **局部 pose**(`set_bone_pose`)→ GPU 蒙皮,头 / 护甲对齐正确(`test/golden/m2-wait.png`)。**数值验证**:`get_bone_global_pose(i)` vs `conv(world[i])` 全 75 骨 ≤ **2.6e-5**;CPU-LBS 参考路径(`MTGODOT_CPUSKIN=1`,与 xrender `skin_mesh` 同式)与 GPU 蒙皮同结果。`selfcheck` 0 NaN。**但**:`dance_1` 等表情动作会让头 / 颈塌陷 —— **libgr2 曲线解码 bug,在 xrender-poc 的 bgfx demo 里同样复现**(见 §4) | | **M2.5** 材质与观感 | 🟡 门禁未闭 | `ShaderMaterial`(modulate tex×COLOR×light;opaque/alpha/alpha-test/add 四模式)+ 目录扫描贴图解析(warrior 5/5、assassin 17/17、shaman 1/1 表面命中)+ 方向光阴影 + procedural sky + 引擎雾(`test/golden/m25-*.png`)。`libgr2::dump_materials()` 已加(见 §4) | ## 2. 桥接层工程量(实测) @@ -40,7 +40,8 @@ | 项 | 影响 | 出路 | |---|---|---| -| **M2.5 材质精确映射未闭**(唯一门禁开口)| `libgr2::dump_materials()` 已能取材质名 + `FromFileName`(warrior 4 材质 / 2 有 diffuse 名),但 material_index→贴图 的映射**未对拍 Granny**,实测驱动 warrior 时 body 表面误取 face 贴图。当前默认走文件名+目录扫描启发式(观感正确),material 路径 `use_gr2_materials` 开关默认关 | 需要 Granny oracle 逐材质对拍(与 xrender-poc M1 T5 同一缺口,共用修法)。这是 Phase 1 收尾的最后一项 | +| **libgr2 曲线解码 bug —— 部分动画头 / 颈塌陷**(`dance_1` 等表情,`rot:Old(d=2,dim=4)` 二次四元数 B 样条)。**这不是 Godot route 的问题** —— 已用 xrender-poc 的 bgfx demo 在同一动画 / 同一 t 复现完全一致的塌陷(`/tmp/xr-*.png`),且 mtgodot 的 CPU-LBS 参考路径(与 xrender 同式)也复现。`wait` / `run` 等动画正常。xrender-poc M2「对拍 Granny ≤4.6e-5」的 23 用例未覆盖到这个可视化用例。 | 表情动作不可用;idle / 移动动画正常。当前 demo 默认 `general/wait` | libgr2 `gr2_anim.cpp` 的 `Curve::eval` degree-2 分支 vs Granny `OldCurve` B 样条基对拍修正(需 Granny oracle)。两条 route 共用修法。**属 xrender-poc/libgr2 的活,不阻塞 Godot route 结论** | +| **M2.5 材质精确映射未闭**(M2.5 门禁开口)| `libgr2::dump_materials()` 已能取材质名 + `FromFileName`(warrior 4 材质 / 2 有 diffuse 名),但 material_index→贴图 的映射**未对拍 Granny**,实测驱动 warrior 时 body 表面误取 face 贴图。当前默认走文件名+目录扫描启发式(观感正确),material 路径 `use_gr2_materials` 开关默认关 | 需要 Granny oracle 逐材质对拍(与 xrender-poc M1 T5 同一缺口,共用修法)。这是 Phase 1 收尾的最后一项 | | **对拍未接线** | 与 xrender-poc bgfx demo / oracle 的逐帧几何/骨骼矩阵对拍脚本(`test/compare.py`)未写 | 需先构建 xrender-poc bgfx demo(首次 ~10 min)。中期评审后、进 Phase 2 前补 | | **性能数字被节流** | 后台窗口下 Godot 限 30fps,1–50 角色帧时间都贴在 33ms 天花板;100 角色破顶到 52ms。资产构建 **~165ms/角色**(单线程,无跨模型缓存),100 角色加载 16.5s(`test/godot-macos-stress.json`) | 真机 / 前台窗口下重测(Phase 2)。构建成本需 Phase 2 做多线程 + eterpack 共享贴图 | | **多材质槽内拆分** | `build_mesh` 目前一个 gr2 mesh = 一个 surface,未按 `tri_groups[].material_index` 再拆 | 有 material API 对拍后一起做 | @@ -52,9 +53,12 @@ 理由:Phase 1 要证明的三件事里,①gr2→Godot 场景对象、②动画运行时移植,**已用可运行代码 + 截图 + 0-NaN 自检证明可行且工程量小**;③观感还原的基础设施(自定义 shader、阴影、sky、fog、多骨架)已就位,只差"材质精确映射"这一处需 oracle 的收尾,不构成方案性风险。 -Phase 2 前的收尾清单(1–1.5 周): +Phase 2 前的收尾清单(1.5–2 周): 1. 写 `test/compare.py`,与 xrender-poc bgfx demo 同机位 / 同 t 对拍几何 + 骨骼矩阵。 2. 补 `libgr2::dump_materials` 的 Granny oracle 对拍,闭合 M2.5 门禁。 -3. 前台窗口 / 真机重测性能,给 Phase 2 的动画 A/B 一个可信基线。 +3. **修 libgr2 `Curve::eval` degree-2 四元数 B 样条**(对拍 Granny oracle)—— 这条其实是 xrender-poc/libgr2 的活,两条 route 共享收益;修好后表情动作即可用。 +4. 前台窗口 / 真机重测性能,给 Phase 2 的动画 A/B 一个可信基线。 + +> Godot route 本身的桥接层已验证正确(`wait` 渲染与 xrender bgfx demo 一致,骨骼矩阵 ≤2.6e-5,CPU/GPU 蒙皮一致)。#3 是把已知的 upstream 曲线 bug 补上,不是 Godot route 的缺陷。 不建议现在做的:地形、`.mse` 特效、eterpack、UI/Python —— 均按计划留到正式移植。 diff --git a/extension/src/m2_material.cpp b/extension/src/m2_material.cpp index 1380d905..ed937cfa 100644 --- a/extension/src/m2_material.cpp +++ b/extension/src/m2_material.cpp @@ -12,7 +12,7 @@ namespace { // blend_mix shader: covers opaque (mode 0, alpha-scissor) and alpha (mode 1). const char *SRC_MIX = R"(shader_type spatial; -render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_disabled; +render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_disabled; uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable; uniform bool use_texture = true; @@ -22,7 +22,7 @@ uniform int mode = 0; // 0 opaque | 1 alpha-blend | 2 alpha-test (cutout) void fragment() { vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0); - c *= modulate * COLOR; + c *= modulate; // no vertex color: Metin2 PC meshes carry none (ARRAY_COLOR absent) if (mode == 2 && c.a < alpha_scissor) { discard; } @@ -33,7 +33,7 @@ void fragment() { // blend_add shader: additive glow (effects, enchant overlays). const char *SRC_ADD = R"(shader_type spatial; -render_mode blend_add, depth_draw_opaque, depth_test_disabled, cull_disabled, unshaded; +render_mode blend_add, depth_draw_opaque, depth_test_disabled, cull_back, unshaded; uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable; uniform bool use_texture = true; @@ -41,7 +41,7 @@ uniform vec4 modulate : source_color = vec4(1.0); void fragment() { vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0); - c *= modulate * COLOR; + c *= modulate; // no vertex color: Metin2 PC meshes carry none (ARRAY_COLOR absent) ALBEDO = c.rgb * c.a; ALPHA = 1.0; } diff --git a/extension/src/metin2_anim.cpp b/extension/src/metin2_anim.cpp index cc72602d..68764526 100644 --- a/extension/src/metin2_anim.cpp +++ b/extension/src/metin2_anim.cpp @@ -10,6 +10,18 @@ #include #include +#include +#include +#include + +static double _tdiff(const godot::Transform3D &a, const godot::Transform3D &b) { + double d = 0.0; + for (int r = 0; r < 3; ++r) + for (int c = 0; c < 3; ++c) + d = godot::Math::max(d, (double)godot::Math::abs(a.basis[r][c] - b.basis[r][c])); + return godot::Math::max(d, (double)(a.origin - b.origin).length()); +} + using namespace godot; namespace mtgodot { @@ -95,6 +107,31 @@ void Metin2AnimPlayer::reload() { anim_file = std::move(f); const gr2::Animation &an = anim_file->file_info().animations[0]; duration = an.duration; + + // Diagnostic: how many anim tracks map to a model-skeleton bone by name? + if (Metin2Model *model = resolve_model()) { + if (const gr2::Skeleton *sk = model->gr2_skeleton()) { + int matched = 0; + godot::String unmatched; + for (const auto &tr : an.tracks) { + bool hit = false; + for (const auto &b : sk->bones) { + if (b.name == tr.bone_name) { + hit = true; + break; + } + } + if (hit) { + ++matched; + } else if (unmatched.length() < 300) { + unmatched += String(tr.bone_name.c_str()) + " "; + } + } + UtilityFunctions::print(vformat( + "[Metin2AnimPlayer] track->bone match: %d/%d (skel bones=%d) unmatched: %s", + matched, (int)an.tracks.size(), (int)sk->bones.size(), unmatched)); + } + } last_info = vformat("anim '%s' dur=%.3f tracks=%d anims=%d", String(an.name.c_str()), duration, (int)an.tracks.size(), (int)anim_file->file_info().animations.size()); @@ -127,9 +164,43 @@ void Metin2AnimPlayer::apply_pose(double t) { gr2::sample_pose(*sk, an, (float)tt, world_buf, skin_buf); - const int n = (int)std::min(world_buf.size(), (size_t)skel->get_bone_count()); + if (godot::OS::get_singleton()->get_environment("MTGODOT_CPUSKIN") == "1") { + model->enable_cpu_skin(true); + model->cpu_skin(skin_buf); + return; + } + + // Convert gr2 global poses -> Godot *local* bone poses and set those. + // (Setting global poses directly hits a parent-ordering hazard in + // Skeleton3D::set_bone_global_pose that detaches head/upper-body meshes + // once bones leave the bind pose.) + const int n = (int)std::min(world_buf.size(), + std::min(sk->bones.size(), (size_t)skel->get_bone_count())); for (int i = 0; i < n; ++i) { - skel->set_bone_global_pose(i, gr2_to_godot(world_buf[i])); + const godot::Transform3D t_i = gr2_to_godot(world_buf[i]); + const int parent = sk->bones[i].parent; + if (parent < 0 || parent >= n) { + skel->set_bone_pose(i, t_i); + } else { + skel->set_bone_pose(i, gr2_to_godot(world_buf[parent]).affine_inverse() * t_i); + } + } + + if (!verified_ && OS::get_singleton()->get_environment("MTGODOT_VERIFY") == "1") { + verified_ = true; + skel->force_update_all_bone_transforms(); + double d_pose = 0.0; + int w_pose = -1; + for (int i = 0; i < n; ++i) { + double dp = _tdiff(skel->get_bone_global_pose(i), gr2_to_godot(world_buf[i])); + if (dp > d_pose) { + d_pose = dp; + w_pose = i; + } + } + UtilityFunctions::print(vformat( + "[Metin2AnimPlayer] verify: max |global_pose - conv(world)| = %.6f @ bone %d '%s'", + d_pose, w_pose, w_pose >= 0 ? String(sk->bones[w_pose].name.c_str()) : String())); } } diff --git a/extension/src/metin2_anim.h b/extension/src/metin2_anim.h index 4321905f..c9274815 100644 --- a/extension/src/metin2_anim.h +++ b/extension/src/metin2_anim.h @@ -63,6 +63,7 @@ private: double time_scale = 1.0; double time = 0.0; double duration = 0.0; + bool verified_ = false; godot::String last_info; std::optional anim_file; diff --git a/extension/src/metin2_model.cpp b/extension/src/metin2_model.cpp index 949f3f1d..ff074b57 100644 --- a/extension/src/metin2_model.cpp +++ b/extension/src/metin2_model.cpp @@ -11,6 +11,7 @@ #include #include #include +#include #include #include #include @@ -184,7 +185,11 @@ void Metin2Model::reload() { mi->set_owner(get_owner() ? get_owner() : this); if (skel && sk) { mi->set_skeleton_path(mi->get_path_to(skel)); - mi->set_skin(build_skin(*sk)); + if (OS::get_singleton()->get_environment("MTGODOT_AUTOSKIN") == "1") { + // let Godot derive the skin from skeleton rest poses + } else { + mi->set_skin(build_skin(*sk)); + } } mi->set_custom_aabb(bounds.grow(0.01)); } @@ -435,6 +440,124 @@ const gr2::Skeleton *Metin2Model::gr2_skeleton() const { return fi.skeletons.empty() ? nullptr : &fi.skeletons[0]; } +const gr2::FileInfo *Metin2Model::gr2_fileinfo() const { + return (file && *file) ? &(*file)->file_info() : nullptr; +} + +namespace { +// row-major 4x4 (translation elem 12..14), row-vector: out = [v 1] * M +inline void xform_pt(const gr2::Mat4 &M, const float *v, float *o) { + o[0] = v[0] * M[0] + v[1] * M[4] + v[2] * M[8] + M[12]; + o[1] = v[0] * M[1] + v[1] * M[5] + v[2] * M[9] + M[13]; + o[2] = v[0] * M[2] + v[1] * M[6] + v[2] * M[10] + M[14]; +} +inline void xform_dir(const gr2::Mat4 &M, const float *v, float *o) { + o[0] = v[0] * M[0] + v[1] * M[4] + v[2] * M[8]; + o[1] = v[0] * M[1] + v[1] * M[5] + v[2] * M[9]; + o[2] = v[0] * M[2] + v[1] * M[6] + v[2] * M[10]; +} +} // namespace + +void Metin2Model::enable_cpu_skin(bool on) { + if (!mi || !file || !*file) { + return; + } + if (on && cpu_mesh.is_null()) { + AABB b; + cpu_mesh = build_mesh((*file)->file_info(), flip_winding, b); + cpu_surf_mesh.clear(); + const gr2::FileInfo &fi = (*file)->file_info(); + for (int i = 0; i < (int)fi.meshes.size(); ++i) { + if (!fi.meshes[i].vertices.empty() && !fi.meshes[i].indices.empty()) { + cpu_surf_mesh.push_back(i); + } + } + mi->set_skeleton_path(NodePath()); + mi->set_skin(Ref()); + mi->set_mesh(cpu_mesh); + if (skel) { + skel->set_show_rest_only(true); + } + UtilityFunctions::print("[Metin2Model] CPU-skin mode ON"); + } +} + +void Metin2Model::cpu_skin(const std::vector &skin) { + if (cpu_mesh.is_null() || !file || !*file) { + return; + } + const gr2::FileInfo &fi = (*file)->file_info(); + static const gr2::Mat4 I{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + + cpu_mesh->clear_surfaces(); + for (int s = 0; s < (int)cpu_surf_mesh.size(); ++s) { + const gr2::Mesh &m = fi.meshes[cpu_surf_mesh[s]]; + const int nv = (int)m.vertices.size(); + PackedVector3Array pos; + PackedVector3Array nrm; + PackedVector2Array uv; + PackedInt32Array idx; + pos.resize(nv); + nrm.resize(nv); + uv.resize(nv); + idx.resize((int)m.indices.size()); + Vector3 *pw = pos.ptrw(); + Vector3 *nw = nrm.ptrw(); + Vector2 *uw = uv.ptrw(); + int32_t *iw = idx.ptrw(); + auto bone_of = [&](int slot) -> const gr2::Mat4 & { + if (slot < 0 || slot >= (int)m.bone_bindings.size()) { + return I; + } + int b = m.bone_bindings[slot]; + return (b < 0 || b >= (int)skin.size()) ? I : skin[b]; + }; + for (int i = 0; i < nv; ++i) { + const gr2::Vertex &v = m.vertices[i]; + float wq[4]; + float sw = 0; + for (int k = 0; k < 4; ++k) { + sw += v.bone_weight[k]; + } + for (int k = 0; k < 4; ++k) { + wq[k] = (sw > 0) ? v.bone_weight[k] / sw : (k == 0 ? 1.f : 0.f); + } + gr2::Mat4 M{}; + for (int k = 0; k < 4; ++k) { + const gr2::Mat4 &bm = bone_of(v.bone_index[k]); + for (int e = 0; e < 16; ++e) { + M[e] += wq[k] * bm[e]; + } + } + gr2::Mat4 M3 = M; + M3[12] = M3[13] = M3[14] = 0; + float p[3], nn[3]; + xform_pt(M, v.pos, p); + xform_dir(M3, v.normal, nn); + float ln = std::sqrt(nn[0] * nn[0] + nn[1] * nn[1] + nn[2] * nn[2]); + if (ln > 1e-8f) { + nn[0] /= ln; + nn[1] /= ln; + nn[2] /= ln; + } + pw[i] = Vector3(p[0], p[1], p[2]); + nw[i] = Vector3(nn[0], nn[1], nn[2]); + uw[i] = Vector2(v.uv0[0], v.uv0[1]); + } + for (size_t t = 0; t < m.indices.size(); ++t) { + iw[t] = (int)m.indices[t]; + } + Array arrays; + arrays.resize(Mesh::ARRAY_MAX); + arrays[Mesh::ARRAY_VERTEX] = pos; + arrays[Mesh::ARRAY_NORMAL] = nrm; + arrays[Mesh::ARRAY_TEX_UV] = uv; + arrays[Mesh::ARRAY_INDEX] = idx; + cpu_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays); + } + _apply_materials(); +} + String Metin2Model::get_info() const { return last_info; } diff --git a/extension/src/metin2_model.h b/extension/src/metin2_model.h index 83f303e2..c3acc15d 100644 --- a/extension/src/metin2_model.h +++ b/extension/src/metin2_model.h @@ -1,5 +1,6 @@ #pragma once +#include #include #include #include @@ -16,7 +17,6 @@ namespace godot { class Skeleton3D; class MeshInstance3D; -class ImageTexture; } // namespace godot namespace mtgodot { @@ -70,6 +70,14 @@ public: // --- C++ accessors for Metin2AnimPlayer (same extension) --- const gr2::Skeleton *gr2_skeleton() const; godot::Skeleton3D *skeleton_node() const { return skel; } + const gr2::FileInfo *gr2_fileinfo() const; + + // CPU linear-blend skinning: rewrite ArrayMesh vertex regions from the + // per-bone deformer matrices (gr2::sample_pose's `skin` output). Debug/ + // reference path; bypasses Godot's Skeleton3D skinning entirely. + void cpu_skin(const std::vector &skin); + bool has_cpu_skin_mesh() const { return cpu_mesh.is_valid(); } + void enable_cpu_skin(bool on); // libgr2 sanity probe (kept from M0'). godot::String probe_gr2(const godot::String &path) const; @@ -95,6 +103,9 @@ private: godot::String last_info; godot::HashMap> tex_cache; + godot::Ref cpu_mesh; // rebuilt each frame in cpu_skin mode + std::vector cpu_surf_mesh; // surface -> gr2 mesh index + void _clear_children(); void _apply_materials(); godot::String _guess_texture_dir() const; diff --git a/project/main.gd b/project/main.gd index 0a76dc67..9ce2220f 100644 --- a/project/main.gd +++ b/project/main.gd @@ -106,8 +106,11 @@ func _load_content() -> void: _assets_root.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2")) var tex_dir := _env("MTGODOT_TEXDIR", _assets_root.path_join("PC/ymir work/pc/warrior")) + # Default to an idle: dance_1 (and other emotes) hit a libgr2 curve-decode + # bug that collapses the head/neck — reproduced in xrender-poc's bgfx demo + # too, i.e. upstream, not a Godot-route issue. See docs/MIDREVIEW.md. var anim_path := _env("MTGODOT_ANIM", - _assets_root.path_join("PC/ymir work/pc/warrior/action/dance_1.gr2")) + _assets_root.path_join("PC/ymir work/pc/warrior/general/wait.gr2")) _model = ClassDB.instantiate("Metin2Model") _model.name = "Metin2Model" @@ -144,6 +147,9 @@ func _frame_model() -> void: _target = Vector3(aabb.get_center().x, aabb.position.y + h * 0.5, aabb.get_center().z) _dist = h * 3.2 _pitch = 0.12 + var yenv := OS.get_environment("MTGODOT_YAW") + if yenv != "": + _yaw = float(yenv) print("[mtgodot] frame: aabb=", aabb, " target=", _target, " dist=", _dist) _update_camera() diff --git a/test/golden/m1-bindpose.png b/test/golden/m1-bindpose.png index 830e2cd1..f37d5e8b 100644 Binary files a/test/golden/m1-bindpose.png and b/test/golden/m1-bindpose.png differ diff --git a/test/golden/m1-warrior.png b/test/golden/m1-warrior.png index db9e039c..187c5727 100644 Binary files a/test/golden/m1-warrior.png and b/test/golden/m1-warrior.png differ diff --git a/test/golden/m2-wait.png b/test/golden/m2-wait.png new file mode 100644 index 00000000..ce31fda7 Binary files /dev/null and b/test/golden/m2-wait.png differ diff --git a/test/golden/m25-warrior-fog.png b/test/golden/m25-warrior-fog.png index 998edddb..c738e957 100644 Binary files a/test/golden/m25-warrior-fog.png and b/test/golden/m25-warrior-fog.png differ diff --git a/test/golden/m25-warrior-shader.png b/test/golden/m25-warrior-shader.png index 2197300f..ce31fda7 100644 Binary files a/test/golden/m25-warrior-shader.png and b/test/golden/m25-warrior-shader.png differ diff --git a/test/golden/m2c-t16.0.png b/test/golden/m2c-t16.0.png deleted file mode 100644 index 765307f7..00000000 Binary files a/test/golden/m2c-t16.0.png and /dev/null differ diff --git a/test/golden/m2c-t9.0.png b/test/golden/m2c-t9.0.png deleted file mode 100644 index 584522a6..00000000 Binary files a/test/golden/m2c-t9.0.png and /dev/null differ