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Engine: no static prop disk lighting on web (in-game crash, garbage colors) - #18
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…olors) New Game now loads testchmb_a_00 and renders the chamber on iPhone, but props drew with green/blue garbage and the frame crashed in CMeshDX8::SetColorStreamState <- CMeshDX8::Draw <- R_StudioDrawGroupHWSkin <- DrawModelStaticProp <- CStaticPropMgr::DrawStaticProps: the static prop's color mesh pointer was invalid. Static prop vertex lighting (.vhv) is read through the async filesystem into DataCache-managed, pooled color meshes; in the browser build props were drawn with color meshes that were not valid yet or already released. On the web build r_proplightingfromdisk now defaults to 0, so no color meshes are created and props use regular model lighting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Qy5DKdwTqGQqScWvJyNcft
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New Game now loads
testchmb_a_00and renders it on iPhone. Props, however, drew with green/blue garbage, and the frame crashed inCMeshDX8::SetColorStreamStatewhileCStaticPropMgr::DrawStaticPropsdrew a static prop with an invalid color mesh.Static prop vertex lighting (
.vhv) is loaded through the async filesystem into DataCache-managed color meshes. In the browser build, those meshes were used before they were valid or after they were released. On the web build,r_proplightingfromdisknow defaults to 0, so props use regular model lighting.Includes the tap-crash fix (touch finger ids mapped to slots) if PR #17 was merged before it.
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https://claude.ai/code/session_01Qy5DKdwTqGQqScWvJyNcft
Generated by Claude Code