# MegaLight beam slice isolation (r446)

The bright fragmented shape in the r444 L4RA chase view is the source mesh slice `XO_MEGALIGHTA_1A_00_0_2`, material `SFX_LIGHT_BEAMB (0x2e95ce7d)`. Hiding only that slice removes the shape while retaining the MegaLight housing and nearby scene. Hiding the condo, magnolia, juniper and `XB_SKYDOME` families did not remove it. This is a placed light-effect mesh, not the cloud panorama or a building intersecting the road.

The exact source texture was recovered from `GLOBAL/InGameCommon.bun`: 32×256 DXT3, usage 2, blend 2, depth-write 0. The mesh has 336 vertices and 96 triangles; its texture coordinates span U 0…4 and V about −6.99…1. The exported material is marked `BLEND`, and the viewer currently applies an additive destination factor for TPK blend 2. The texture pixels themselves contain the colored pattern visible in the capture. How the executable's draw path further modulates this material and when the effect should be active remain unverified.

The capture below is a temporary diagnostic (`hideMeshPrefix=XO_MEGALIGHTA_1A_00_0_2`); the default scene still contains the source mesh. No placement, texture, or blending change is made from this visual isolation alone. The next step is to trace the retail effect draw state/activation and reproduce that behavior in WebGL.

- Baseline: [r444 current drive](../webgl-city/review/images/594-r444-current-host-drive.png)
- Diagnostic: [beam slice hidden](../webgl-city/review/images/597-r446-hide-megalight-beam.png)
- [Open the same diagnostic in the viewer](../webgl-city/?radius=240&debug&hideMeshPrefix=XO_MEGALIGHTA_1A_00_0_2)
