# r396 car reflection probe lighting check

The dynamic 64×64 local car reflection probe previously drew the backdrop and nearby city batches with `uSceneLighting=0`, `uPointLightCount=0`, and `uHeadlightCount=0`. The main city pass uses the recovered local fixture list and player headlight list, so this made the city stored in the car probe darker than the city visible around the car.

The probe now leaves the backdrop unlit, then enables the same city lighting inputs used by the main pass before drawing the nearby city batches. `drawScene()` passes its current headlight count to the capture. Source and packaged viewer use the same code; the package-local chunk manifest path is retained in `dist/webgl-city/index.html`.

## Host browser check

Host Chrome 150 with WebGL2 / ANGLE-Vulkan reached `City scene ready` at the L4RA Route 450 start: 43,607 nearby triangles, 169/169 nearby textures, 832 routes, and 12 ambient body models. Six ambient vehicles were rendered. Puppeteer captured no page exceptions or console warnings/errors. The screenshot is from host Chrome; the XP guest GPU was not used.

- `webgl-city/review/images/530-r396-l4ra-probe-lighting-drive.png` is the normal driving view after the change.
- `webgl-city/review/images/531-r396-local-reflection-diagnostic.png` forces the local environment sample to display on the car, to verify that the dynamic cube is populated with the lit city.

The normal driving image shows no clear improvement in the body paint: it remains pale gray, and the windows remain dark. The local-reflection diagnostic is darker and more contrasty, not a plausible paint calibration. The probe pass is now consistent with the current main scene lighting, but these captures do not establish a retail paint match. The 240SX export still has no body-paint image in its material slot; its selectable paint color and finish remain viewer runtime state. This lighting fix does not address missing retail paint inputs, glass state, citywide placement, or retail driving feel.
