captures: readable player-view captures with a coverage gate (L69); R36 native-generator survey
- Capture exports now cover a 90-degree player frustum (radius 3, LOD 0-8, overlap patches); a 17x9 ray coverage probe aborts before rendering if tiles are missing (truncated-mesh control: 480 uncovered samples, rejected). Clear colour is sky blue, so un-meshed space can't pass as dark rock. 16 views of the owner's four-strate plan. - Explore commandlet: finite XYZ spawn override for traces (Source/, Linux-compiled). - In-engine four-strate trace NOT obtained: the engine-generated plan fails passage validation at a solid centerline voxel (~(-43,-34.5,-448.5) m) while the headless owner_world.json plan passes. Engine and headless plans diverge. - R36 (read-only): order TN -> VS -> FI for native migration; native FI is reachable from the adapter but not selected in the owner run, cause unknown. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -794,7 +794,9 @@ void main()
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glEnableVertexAttribArray(5);glVertexAttribPointer(5,4,GL_FLOAT,GL_FALSE,sizeof(FVertex),
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reinterpret_cast<void*>(offsetof(FVertex,Material)));
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glViewport(0,0,Width,Height);glDisable(GL_CULL_FACE);glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);glClearColor(0.035f,0.055f,0.075f,1.0f);
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// A covered empty ray represents open air. Keep it visibly blue so it cannot
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// be mistaken for the old near-black result from a scene that lacked tiles.
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glDepthFunc(GL_LEQUAL);glClearColor(0.30f,0.48f,0.62f,1.0f);
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glClearDepthf(1.0f);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glUseProgram(Program);
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glUniform1f(glGetUniformLocation(Program,"uTanHalfHorizontal"),static_cast<float>(TanHalfHorizontal));
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