Fix cull mode + isolate head-collapse to a libgr2 curve bug
Rendering fixes (real): - m2_material shaders: cull_disabled -> cull_back (inside-of-mesh faces were z-winning and darkening/hiding the head under the ShaderMaterial path). - drop `* COLOR` from the shader (meshes carry no ARRAY_COLOR). Animation: convert gr2 global poses to Godot *local* bone poses and set via set_bone_pose (was set_bone_global_pose). MTGODOT_VERIFY=1 confirms get_bone_global_pose(i) == conv(world[i]) for all 75 bones (<=2.6e-5). Head/upper-armor collapse on dance_1 is NOT a Godot-route bug: - reproduced identically in xrender-poc's bgfx demo at the same anim/t - reproduced by the new MTGODOT_CPUSKIN=1 reference path (same LBS math as xrender's validated skin_mesh) - `general/wait` / `run` render correctly in all three => upstream libgr2 Curve::eval (degree-2 quaternion B-spline) vs Granny. Demo default animation switched to general/wait; documented in MIDREVIEW §4 and README. Debug scaffolding gated behind MTGODOT_VERIFY / MTGODOT_CPUSKIN. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
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@@ -26,8 +26,11 @@
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(`test/golden/m1-bindpose.png`)。多骨架:`warrior_lord`(v6,74)、`assassin`(v6,95,17 表面)、
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`shaman_lord`(**v7**,93) 均正确加载渲染。
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- [x] **M2** — 骨骼动画。`Metin2AnimPlayer` `_process` 里 `gr2::sample_pose`(跨文件)
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→ `Skeleton3D.set_bone_global_pose`,Godot GPU 蒙皮。`dance01`(28.3s / 74 track)
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播放,`selfcheck` 25 采样 0 NaN,t=2/9/16/23 姿势各异(`test/golden/m2c-*.png`)。
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→ 逐骨 `Skeleton3D.set_bone_pose`(局部),Godot GPU 蒙皮。`general/wait` 头 / 护甲
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对齐正确(`test/golden/m2-wait.png`);`get_bone_global_pose` vs `conv(world)` 全骨 ≤2.6e-5;
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CPU-LBS 参考路径(`MTGODOT_CPUSKIN=1`)与 GPU 蒙皮一致;`selfcheck` 0 NaN。
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⚠️ `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**
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(见 `docs/MIDREVIEW.md` §4)。
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- [~] **M2.5** — 材质与观感保真。`ShaderMaterial`(modulate tex×COLOR×light、
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opaque/alpha/alpha-test/add 四模式)+ 目录扫描贴图解析 + 方向光阴影 + procedural sky
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+ 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
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