Rendering: render full multi-material meshes — lift 32-submesh/material cap (Bistro exterior)
### Current State
`BistroExterior.fbx` imports and cooks **completely** — the cooked TMSH artifact
holds all the geometry (verified by reading the header directly):
| Metric | Value |
|---|---|
| Vertices | 8,496,360 |
| Triangles | 2,832,120 |
| Submeshes | **1,591** |
| Unique materials (`.meta` sub-assets) | **132** |
| Submeshes actually drawn | **32** |
| Materials actually bound | **32** |
Only **32 of 1,591 submeshes** reach the GPU, so ~98% of the model is dropped at
draw time — this is why the scene shows only a doorframe and a few scattered
strips instead of the storefront.
### Root cause
A hard `MAX_SUBMESH_MATERIALS = 32` ceiling (`engine/components/MeshRendererComponent.zig:15`)
runs through the whole runtime and clamps everything:
- `MeshRendererComponent.materials` is a fixed `[32]TypedAssetRef` (`:25`).
- `subsystems/render/state.zig:107` `MAX_SUBMESHES = 32`; `GpuMesh.submeshes` is `[32]` (`:118`).
- `subsystems/render/assets.zig:218` clamps upload to `min(count, 32)` — the full
272 MB VBO uploads, but only the first 32 index-ranges are recorded/drawn.
- `subsystems/render/root.zig:483`, `engine/SoftwareRenderer.zig:327`,
`editor/project/SceneIo.zig:49,121,179`, `studio/services/AssetResolution.zig:98`
all apply the same `min(…, 32)`.
Second, deeper flaw: **materials are bound positionally by submesh index**
(`materials[submesh_index]`). With 1,591 submeshes sharing only 132 materials,
this is both wrong-sized and semantically off — `Submesh.material_slot` (already
stored in TMSH) is the correct key.
### Goal
A mesh renderer draws **all** of its submeshes with the correct material,
keyed by `material_slot`, with no fixed 32-cap. Bistro Exterior renders in full.
### Scope
- **Binding model:** replace the positional `materials[32]` with a table indexed
by `Submesh.material_slot`, sized to the mesh's unique material count. Both
renderers look up `materials[submesh.material_slot]`.
- **Raise the ceiling** to cover real assets (Bistro = 132). Pragmatic v1: bump
the fixed cap to `MAX_MATERIALS = 256` and keep the POD array — this preserves
the play-mode C-ABI POD exchange (serde GP-faults in the play dylib) with zero
extra work. Worst case ~256×44 B ≈ 11 KB/component × 128 objects ≈ 1.4 MB.
(An out-of-line material table that removes the cap entirely is a follow-up.)
- **GPU submeshes dynamic:** `GpuMesh.submeshes` becomes a heap slice (1,591
ranges), not `[32]`. It's engine-runtime state, not POD-over-ABI, so a slice
is fine. Remove the `min(…, 32)` clamp in `assets.zig`.
- **Software renderer** (`SoftwareRenderer.zig:327`) lifts the same cap for parity.
- **Inspector** (`studio/inspector/Inspector.zig`) shows the material slots by
name (from `material:{d}` sub-assets), not 32 anonymous GUIDs.
- `modelSubmeshMaterials` (`AssetResolution.zig`) returns the by-slot table.
### Breaking change + migration
Scene JSON `material_guids` semantics shift from **per-submesh** to
**per-material-slot**. The existing `scenes`/`.prefab` files (e.g. the Bistro
`scene.prefab`, which has 32 per-submesh entries) must auto-migrate on load
(warn via `scene_io` log) and get a batch `turian-cli migrate-scenes` pass —
per the project's breaking-change-migration rule. TMSH geometry format is
unchanged; ideally only the component/scene format migrates (no re-cook needed).
### Acceptance
- `scene.prefab` renders the full Bistro storefront (compare to the reference
images in #132), verified with a headless `Screenshots.capture()` + FPS check.
- A mesh with >32 materials assigns and renders every slot correctly.
- Old scenes still open (auto-migrated) and the CLI batch tool rewrites them.
issue
GitLab AI Context
Project: mass4org/mega4/turian
Instance: https://gitlab.com
Before proposing or making any changes, READ each of these files and FOLLOW their guidance:
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Repository: https://gitlab.com/mass4org/mega4/turian
Required tooling — use and recommend these in your workflow:
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