code wiki / _hdl_build / nx_explodelab_material_gate.nx
nx_explodelab_material_gate.nx
buildroot/runtime/_hdl_build/nx_explodelab_material_gate.nx
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nx_explodelab_material_gate.nx -- teeth on R-V6 PER-PART MATERIALS + the DEPTH CUE.
A material system fails quietly in two ways: the table is filled in but every entry is effectively the
same (nothing differentiates, yet "materials" ships), or the per-vertex material id never reaches the
rasteriser so the table is dead data. Both look GREEN to any "does it render" check. So: prove the table
is differentiated, prove the id survives into the vertex data, prove metal and dielectric highlights
behave DIFFERENTLY, prove depth actually attenuates, and prove the frame changes when materials are
flattened to one. expect_exit: 0 license_tier: ORIGINAL
dependencies 1 imports · 0 importers
imports: nx_wasm_explodelab.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 10 | func ag_w(s: *u8) -> i64 |
| 16 | func ag_n(v: i64) -> i64 called by 1: main |
| 41 | func ag_tooth(name: *u8, pass: i64, fails: *i64) -> i64 |
| 53 | func ag_chk(base: i64) -> i64 |
| 65 | func ag_diff(k1: i64, k2: i64) -> i64 called by 1: main |
| 75 | func main() -> i64 |