docs(assets): ratify 3D asset direction (D-244); repurpose sprite-gen as 2D-artwork generator

D-244 ratifies what the character architecture (D-159..D-164, runtime
CharacterVisualDescriptor compositing) and the Trellis env pipeline already implied
but no decision had recorded: the in-world view renders 3D objects directly; the only
flattened 2D content is textures + flat 2D artwork (paintings/flags/billboards/signage).
There is no per-object sprite layer.

Roots out the drift: the early-spike 3D->2D sprite pipeline (#541) and the sprite-centric
docs/assets/visual catalog were never cleaned out when the project went 3D, so the
2026-06-12 fable-ous audit read them as live and re-injected the dead sprite model into
T-1049/T-1050. Fix:
- docs/assets/visual/README.md + docs/assets/README.md re-scoped to 3D models + textures
  + flat artwork (dropped the sprites/tilesets-as-entities framing).
- /sprite-gen + renderer/README repurposed as the 2D-artwork generator (paintings/flags/
  billboards/signage), not the in-world object format; legacy 4-direction object-sprite
  mode flagged as retired.
- T-961/T-1049/T-1050 already held in backlog pending this.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-16 22:36:13 +02:00
co-authored by Claude Opus 4.8
parent e3327a0d01
commit dae1498a6f
6 changed files with 80 additions and 63 deletions
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# Settled Reach — Sprite Render Pipeline
# Settled Reach — 2D Artwork Render Pipeline
Offline Godot 4 renderer for the 3D-to-2D sprite pipeline. Produces entity and structural sprites at three resolutions from a fixed camera angle, with outlines applied at working resolution.
> **Repurposed (D-244).** This offline Godot renderer is **not** the in-world object
> format. Per [D-244] the in-world view renders 3D objects directly (props via Trellis
> `.glb` / `/glb-gen`; characters via the Quaternius pipeline + `CharacterVisualDescriptor`);
> the only flattened 2D content is **textures** and **flat 2D artwork** (paintings, flags,
> billboards, signage). This pipeline began as the #541 3D-to-2D *sprite* spike and now
> serves that flat artwork. The "render every entity/object/wall to sprites" framing below
> is **legacy** (the retired object-sprite use); the camera / lighting / resolution mechanics
> remain usable for flat-artwork rendering.
Offline Godot 4 renderer. Produces flat 2D artwork (and, in its legacy mode, 3D-to-2D sprites) at three resolutions from a fixed camera angle, with outlines applied at working resolution.
## Camera Specification (D-019)