render3d: baked textures before the PNG - a png_decode takes assets/baked/png, a cut-out load assets/baked/cutouts
baked_tex.ludic reads ludic.base's baked form by hand (render3d uses no package): the LBAK header, the
key ("png_sheets" / "cutouts", the Bakes rows) and the generator version, then the payload -
w, h, channels, depth and the samples for a PNG (the caller frees them as it would a decode), a whole
.dds for a cut-out (tex_load_dds_at: a .dds at an offset). Missing, or another key or version, and the
PNG path runs as before. Compiles with Maroon Lake (game, lab, lab/bake/textures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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bump: minor
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type: feature
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**Textures a game baked at build time are read before the PNG.** `png_decode` first takes
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`assets/baked/png/<path>.tex` (a game's `ludic bake` output: the samples, ready to upload), and a cut-out
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load (`tex_load_ex` with dilate) first takes `assets/baked/cutouts/<path>.bc7` (padded as `tex_dilate`
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pads, then BC7 with its mips) - so a boot decodes, pads and converts nothing it can take ready-made. Both
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are ludic.base's baked form, read by hand (baked_tex.ludic: the "LBAK" header, the key and version); a
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missing or stale one falls back to the PNG as before. `tex_load_dds_at` reads a .dds at an offset.
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