# Road materials on TERRAINA meshes r304

The first mesh-role filter covered `ROADA_CHOP`, `ROAD_01_CHOP`, `RDP_DRAG`,
`ROADDRAG`, and airport road-patch names. A material/mesh audit of the exported
L4RA and L4RD GLBs found another real street family: `TRN_*_TERRAINA_CHOP_*`
meshes carrying RDP lane, intersection, parking, and road-strip material slices.
L4RA has 385 distinct terrain-mesh/material uses in these road material families;
L4RD has the same groups, with small export-count differences. Examples include
`RDP_INTERSECTMIDTILE`, `RDP_LANEA_YS_AA_KT`, `RDP_PARKING_NL_AA_KT`, and
`RDP_ROADSTRIP_COBBLESTO`.

`isAsphaltOverlayMaterial` now allows those RDP material families on
`TERRAINA_CHOP` source meshes. It still rejects RDP material names on unrelated
ceiling and prop meshes. Batches are split by material index and composite mode,
so a material's road and non-road uses do not inherit the same shader behavior.

The packaged viewer was captured in Chrome at L4RA Route 102, distance 431,
near `TrackRoutesA11` waypoint 46 (world position approximately
`(-2082.62, 2746.37, 316.92)`). After a 2.6-second W hold, the car moved to approximately
`(-2090.90, 2742.45, 316.04)`, at `6.41 m/s` (14 mph), first gear, and 2,648
RPM. `RDP_LANEA_YS_AA_KT` was sampled beneath the car and Chrome reported no
page exceptions. This confirms movement and road support at the location, not a
retail lighting comparison. The road shader and vehicle appearance remain
approximate. Screenshot:
`webgl-city/review/images/440-r304-terrain-road-slices.png`.
