The tfrag RGBA array now modulates the texture. It is indexed by
*position*, not by vertex-info: several vertex-info entries can share a
position, and the array is sized vert_count, which is a position count.
Colour follows the same rule as the vertex itself. Morphing blends the
position only -- the game keeps the high-detail colour -- while collapse
replaces the vertex outright, colour included. Getting that the other way
round would tint distant terrain.
The material is unlit, and that is a decision rather than a shortcut.
Level 0's colours really are dark (patch 0 runs (25,26,26) to
(108,144,141)) and the game's lighting is what brightens them, so what is
on screen is the true albedo.
Worth recording: the obvious move -- add a directional light, or crank
ambient brightness -- does nothing at all. With no normals the PBR path
is degenerate, so the brightness change has no effect, and a host light
would have hidden the gap rather than shown it. The colour data was
always reaching the mesh; what is missing is lighting, not a material
flag.
Written up in plan/level-assets.md, including what LightTfrags actually
needs: the light bank from the level's gameplay extent, the 256-entry
normal table at BOOT_NORMAL_TABLE_VADDR (0x165500) which every level
overlay carries, and the already-parsed azimuth/elevation light records.