Files
RP412/MUNGA_L4
CydandClaude Fable 5 b97dcce3a2 Pilot callsigns on the Winners Circle plates
The plates beside each spot came out blank. They ask for textures called
player1..player8, which are not files - the renderer draws each pilot's
callsign into a texture at run time - so the load failed and left them
untextured. Nothing bound the two together.

SortAndReloadNameBitmaps already builds those textures indexed by
finishing place, which is exactly how the plates are numbered, so the
plate beside each spot wants mNameTextures[place]. Binding them is the
whole fix, but it takes two steps rather than one.

The plates have to survive mesh consolidation first. Static geometry is
merged with D3DXConcatenateMeshes and its draw ops deduped by material -
and eight failed texture loads leave eight identical untextured ops, so
all eight plates collapse into one that could only ever carry a single
name. Each plate now gets a distinct 1x1 marker texture as it loads,
which keeps it a subset of its own. The marker is never seen.

Then the binding runs against the consolidated mesh, not the objects the
plates were loaded from - by podium time those have been merged away and
are no longer drawn, which is why re-pointing them changed nothing.

Verified on a race: 8 plates found in the consolidated mesh, 1 bound,
and the winner's plate reads their callsign under their vehicle. One
bound of eight is right for a single-pod race - the rest of the places
have nobody in them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 14:40:53 -05:00
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