The renderer preserves uniform source landscapes after #219, but mixed faces still select the first vertex's base material. The pinned reference selects transition images and a separate orientation from the three landscape identities.
A retained actual-browser reproduction converts an authored original-format map through worldFromOriginal and renders it with the production renderer. Its upward face at 32,32 has a WATER2 apex and WATER1 at both bottom corners. The unchanged original DAT includes base images 17/16 and transition image 84. The reference selects image 84 and BOTTOM UVs: apex(16,16), left(8,32), right(24,32). At 200%, the stable sample selects source texel(16,24), with flat 7/8 light, and should render 0,141,208,255. The retained previous renderer produces 0,127,194,255. The simulation checksum remains unchanged and there are no browser execution, request or collection errors. Original raster evidence remains private.
The first 100% reproduction remains retained, but its stated texel did not account for the final 2x-to-1x nearest-sampling tie. The maintained regression uses the stable 200% sample above, verified against both independent DAT readers and the unchanged previous production source.
Source owner: game asset importer, terrain material resolver and production renderer. Parent #88; depends on #219; related #20 and #28. Preserve the coverage, continuous UV, light, cache and resource contracts established in #215, #217 and #218.
Reference evidence is paulwedeck/settlers-remake@6ad8c4230a4aa4cd21840f8cb59a38344e41c3e0:
- Background.java: ordered
borderTextures, type1/type1alt/type2 counts, the alternate-pair exclusion, parity variant, first match, unmatched fallback, source texture positions and phase. - ETextureOrientation.java: CONTINUOS, ORIENTATION, LEFT and RIGHT policies.
- DrawConstants.java: 16x16 texture units and 0.5 border offset.
Acceptance:
- Retain the red public-conversion/actual-browser mixed-water reproduction and independent source pixel oracle.
- Generate and verify the complete ordered transition catalog from pinned source evidence. Import every reachable original image with unchanged pixels and exact selectors; record missing/unsupported content explicitly.
- Select each face from all three canonical landscape identities, preserving source count rules, alternate identities, parity and first-match ordering. Match uniform and unmatched-face fallback behavior rather than inventing blends.
- Apply the correct up/down and equality-dependent UV orientation, half-texel border offset, image-specific continuous/face-local phase and existing interpolated light path. Verify boundary sampling against the source atlas construction.
- Cover every declared transition family, both parity variants and orientations, three-landscape/alternate cases, uniform and unmatched faces, unequal elevation and near-edge texels with independent source expectations.
- Verify actual 1x/2x output, hidden-entity filtering, terrain changes across chunk boundaries, bounded material/cache ownership and disposal, and unchanged simulation/checkpoints/replays. Preserve immutable earlier rules profiles.
- Run lint, types, units, original asset integrity, production build and the complete browser gate. Qualify the pushed version and original diagnostic artifact before closing.
This advances source rendering fidelity. It does not establish original Gold runtime behavior, complete fog timing, all original media, or matched native rendering.