# L4RD traffic placed against source road textures, r130

At route 106's initial waypoint, the source route pose is approximately
`(342.95, -1374.33)`, heading `1.9305` radians. Querying the loaded road
triangle/material index at that point returns only `RDP_ROADSTRIP_MC`, the
cyan hatched divider texture. Sampling the same cross-section in the car's
right direction finds `RDP_LANEA` from roughly +2 to +5 world units and
`RDP_LANEB` farther out. The prior route-origin placement put the traffic car
on the divider.

The WebGL traffic placement now checks this source material cross-section only
when a route waypoint lies on `RDP_ROADSTRIP_MC`. It centers the car on the
nearest right-side `RDP_LANEA` span, falling back to the opposite side if no
right-side lane exists. At this waypoint the measured offset is +3.25 units;
the road height stays within 0.001 units of the sampled pavement. The capture
shows the source hatch unchanged and the car aligned with the adjacent marked
lane.

This is one L4RD route sample. It does not establish that the stream's complete
road layout matches XP gameplay, nor reproduce the reported upside-down cars.
The capture is a WebGL render of extracted retail assets, not an XP screenshot.
