Found my own prior documentation (IG-SHADING-MODEL.md sec 2, written earlier
this session before compaction) that already establishes: the wire's 0x1a
texture uploads arrive ALREADY colourised (the material ramp is pre-baked on
this path, per the shipped libDPL header model cross-referenced against
BT411's context/rendering.md). Tinting them again with the lit-color plane
double-colours the result -- exactly the "more colors but neither correct"
outcome reported live (sky/ground now differ, but neither right).
Keep the lit-color plane for FLAT (untextured) polys only, where it replaces
a hardcoded placeholder with real per-polygon data; textured polys sample
unmodified, as documented. The underlying r24/g24/b24 mechanism itself is
still real and worth understanding precisely (see open-questions tracking),
but applying it as a texture tint was the wrong model.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>