# Additional source road mesh families r307

The r304 mesh-role filter handled common street mesh families and terrain
slices, but an all-region exported-GLB audit found additional road objects that
were still omitted from the compositor: `CITYROAD_*`, `ROADB_CHOP_*`,
`ROADPIECE*_CHOP_*`, `RDP_RUNWAY*`, and `TERRAIN03_CHOP_*`. Some runway and
drift meshes also carry `RDP_AIRPORT_ROADPATCH_*` or
`RDP_DRIFT_ROADPATCH_*`, which are opaque RGB road maps rather than sparse
alpha decals.

`isAsphaltOverlayMaterial` now admits these road materials only when the
source mesh name identifies a road. In particular, `TERRAIN03_CHOP_*` accepts
RDP lane, intersection, parking, road-grill, road-strip, and airport/drift
road-patch materials. This mesh constraint avoids turning shared RDP material
uses on unrelated building or ceiling meshes into pavement. Airport runway
non-light maps use the opaque source path; runway skid maps stay in the layered
marking path. The city batches remain split by source mesh role and composite
mode.

The packaged r307 L4RB capture reached `City scene ready` with 19,068 nearby
triangles, 112 textures, 99 routes, 12 ambient body models, two local fixtures,
and one broad light. The active nearby source objects include
`TRN_ROADDRAG_CS_01_CHOP_*` with `RDP_AIRPORT_ROADPATCH_A` and
`RDP_LANEA_YS_AC_KT`, plus `TRN_RDP_DRAG1_*` with lane maps. The texture sample
beneath the player was `RDP_LANEB_WD_AA_KT`. Chrome showed no page exception in
the ready-state capture.

This corrects which extracted road textures are rendered; it does not solve
the dark underpass pavement visible in the capture, nor establish that every
city road is correctly assembled or lit. The source road maps and road
markings remain the visual source; no generated lane lines were added.
