nx_craft_scene_light_alpha_emit_t364.nx source
↩ module page · 31 lines · 7416 B
1// Candidate page-fit composition. Existing shared page renders all scene and inspection controls.
2import "nx_game_page_workbench_candidate_t342.nx"
3import "nx_softbind.nx"
4const CE_NATIVE:*u8="nx_desktop_craft"
5const CE_EV_CAP:i64=8192
6func ce_cat(d:*u8,p:i64,s:*u8)->i64{
7 var i:i64=0;while s[i]!=(0 as u8){d[p+i]=s[i];i=i+1};return p+i
8}
9func ce_catn(d:*u8,p:i64,v:i64)->i64{
10 if v==0{d[p]=48 as u8;return p+1}
11 var t:i64=v;var n:i64=0;while t>0{t=t/10;n=n+1}
12 var k:i64=n;var u:i64=v;while k>0{d[p+k-1]=((u%10)+48) as u8;u=u/10;k=k-1};return p+n
13}
14func ce_stamp(t:*u8)->*u8{
15 let o:*u8=sys_mmap(192);var i:i64=0
16 while t[i]!=(0 as u8){o[i]=t[i];i=i+1}
17 o[i]=32 as u8;o[i+1]=98 as u8;i=i+2
18 var m:i64=sys_now_realtime_sec();let d:*u8=sys_mmap(32);var k:i64=0
19 while m>0{d[k]=(48+(m%10)) as u8;m=m/10;k=k+1}
20 while k>0{k=k-1;o[i]=d[k];i=i+1};o[i]=0 as u8;return o
21}
22func ce_evidence(base_ctrl:*u8,out:*u8)->i64{
23 if gsb_artifact_matches("buildroot/runtime/nx_game_page_workbench_candidate_t342.nx","e3514b2a6b70e8a964a0e16bf621a02f1ad989ca3e7301c4cbdc3473d362c3d2",459449)!=1{gpe_puts("active scene-light page producer identity mismatch\n");sys_exit(65)}
24 if gsb_artifact_matches("/volume1/homes/elderwesto/nishihost/buildroot/_build/nx_nxa_hierarchy_correction_derived_t332.wasm","08e21cb2781894a71886275354fccceb46d04e8aec69b9ab8f50882b091d330b",98661)!=1{gpe_puts("rig comparison native module identity mismatch\n");sys_exit(65)}
25 if gsb_artifact_matches("knowledge/gates/procedural-human-20260919-skin-projected.png","1c827ef3566374cc5266726d773b3028e4760d8332d5c3a42ea66ccda09b73e2",90436)!=1{gpe_puts("procedural inspection artifact identity mismatch\n");sys_exit(65)}
26 if gsb_artifact_matches("knowledge/gates/procedural-human-20260919-anat.png","107a0ab806af9dc33e2dc98d453d7093a84ca50571f045147ddfb1210985b40a",460226)!=1{gpe_puts("procedural inspection artifact identity mismatch\n");sys_exit(65)}
27 if gsb_artifact_matches("knowledge/gates/procedural-human-20260919.glb","e9766d7827e61877f33165a1adbd97205b8b6a95a0316a6fb9a538b6c7341a80",9968120)!=1{gpe_puts("procedural inspection artifact identity mismatch\n");sys_exit(65)}
28 var p:i64=ce_cat(out,0,base_ctrl)
29 p=ce_cat(out,p,"<section id=\"nx-release-evidence\" aria-label=\"Current Alpha release\"><h3>Alpha review - 2026-09-19</h3><p>Prepared characters now use declared shared scene lighting by default when admitted; authored lighting overrides and source materials remain intact. Native recipe, shader-preservation and allocation checks passed. The same-camera Chrome comparison shows shaded geometry instead of the prior white unlit silhouette. These are artistic renderer-relative coefficients, not measured light or calibrated skin. Direct lighting is unoccluded: cloud attenuation, terrain sun shadows and correct night response remain unfinished. Below-horizon direct can illuminate undersides. Generated anatomy remains visibly unacceptable. Alpha is experimental; Beta and Production are unchanged. Retained worklog: prepared-scene-light-review-t364. The existing collision runtime and exact generated asset remain unchanged. </p><p>Shared character inspection now supports full-turn drag orbit, elevation and Fit full body. Native camera fitting and actual Chrome input-isolation checks passed; source identity remains visible. This verifies inspection controls, not character quality. Selected static bounds blocked the actual served W/S movement probe when enabled and allowed it when disabled. That qualifies the existing point-footprint collision check, not anatomical foot support. Generated anatomy, skin materials, motion and contact remain unaccepted; static white source albedo is diagnostic geometry, not finished skin. The separate Rigview replacement and its cloth, figure and wind controls remain unfinished.</p><p>Generated body can now be loaded into this same world renderer using Characters: Load Generated body, then Frame character. This exact source is static and untextured, with no joints or motion. Its topology remains RED (8 zero-area triangles and 1 nonmanifold edge), and anatomy is unaccepted. The existing Rigview workbench and exact-version Push Alpha workflow are still being connected; this Alpha source test does not certify that workflow.</p><p>Procedural generation is now visible below: the native skeleton and body generators produced 103,824 triangles; the selected skin layer contains 34,608. Native conversion and projection checks passed. This is static, unrigged geometry, not a finished or animated character. Skin binding, useful anatomy, facial shape and rendered material quality remain unfinished.</p><p>Resident rig comparison can now capture one normal frame, freeze the shared scene, and show source articulation, current corrections, or native hierarchy-preserving corrections. All views use the same captured plant shift. Native composition passed 27 checks; the captured source comparison identifies an ankle/descendant discontinuity, not an overall deformation or foot-contact pass. Resume live scene releases the comparison. Continuous authored Catwalk playback and diagnostic controls are available in Alpha. Current resident eyes, hair, limb deformation, movement and terrain contact remain unaccepted. Conservative collision bounds do not establish foot support or anatomical collision. Native Nishi Browser parity remains unverified; browser observations use Chrome. Beta and Production are unchanged.</p><details id=\"nx-procedural-inspection\"><summary>Inspect generated procedural body</summary><p>Native renders of the same generated mesh. These are retained images, not a rigged scene actor. Coarse face, joins, hands and feet remain visible.</p><figure><a href=\"/releases/procedural-human-skin-1c827ef3566374cc5266726d773b3028e4760d8332d5c3a42ea66ccda09b73e2.png\" target=\"_blank\" rel=\"noopener\" aria-label=\"Open full-size native render\"><img loading=\"lazy\" width=\"1200\" height=\"460\" style=\"display:block;width:100%;height:auto\" src=\"/releases/procedural-human-skin-1c827ef3566374cc5266726d773b3028e4760d8332d5c3a42ea66ccda09b73e2.png\" alt=\"Generated procedural body: front, side and three-quarter views\"></a><figcaption>Skin layer: three views at one scale, rendered by the native mesh viewer.</figcaption></figure><figure><a href=\"/releases/procedural-human-anat-107a0ab806af9dc33e2dc98d453d7093a84ca50571f045147ddfb1210985b40a.png\" target=\"_blank\" rel=\"noopener\" aria-label=\"Open full-size native render\"><img loading=\"lazy\" width=\"640\" height=\"800\" style=\"display:block;max-width:100%;height:auto\" src=\"/releases/procedural-human-anat-107a0ab806af9dc33e2dc98d453d7093a84ca50571f045147ddfb1210985b40a.png\" alt=\"Same generated procedural body rendered from the front by the native anatomy renderer\"></a><figcaption>Existing native anatomy renderer: a separate lighting view, not evidence of photoreal quality.</figcaption></figure><p><a href=\"/releases/procedural-human-e9766d7827e61877f33165a1adbd97205b8b6a95a0316a6fb9a538b6c7341a80.glb\" download>Download static generated geometry (GLB)</a></p></details><p>Retained worklogs: procedural-human-inspection-20260919; meshview-projection-reconcile-t332; resident-rig-observation-t331; resident-hierarchy-correction-t332; tifa-native-motion-qualification-t316. <a href=\"/compare/graphics\">Graphics progress and remaining work</a></p></section>" as *u8)
30 out[p]=0 as u8;return p
31}