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[3/3] art: draw Rusty Creek's parallax layers from region-wide plates - #151
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This was referenced Oct 24, 2026
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What and why
Rusty Creek's
01-distance(scroll 0.2),06-near-rails(1.1) and07-foliage(1.15) were drawn per chunk. In the game each layer sits at its chunk's origin and moves at its scroll. The 0.2 sky of the next chunk then slides over this one's with a hard vertical edge, and the foreground copies drift apart, leaving holes. Each is now one region-wide plate, quilted withdepth_layers.py region(the method from #148). Shared plates ("= left") resolve throughmedia-sources.json. The plates are cut into 2160 px tiles, tile j carried by chunk j, so lane B's loader needs no change.export_stage.py --verifystill rebuilds all six chunk states exactly at rest from their own plates.Comparison (AGENTS.md rule 4)
parallax.png shows the anomaly creek at camera x = 0, 1500, 3000, 4400 and 5200, as the game draws it. The sky and trees run through with no edges; rails and foliage have no gaps.
How to test
In the game, once lane B's loader is in: walk through
?region=rusty-creekand watch the sky across the chunk borders at x = 2160 and 4320.Issue
Closes #150
Stack
Verification
export_stage.py --verify: rc-0-0 to rc-2-0, both states, exact at restcheck_docs.py