pod: BT_GLASS=1 is not a gate -- name the real one (BT_PLATFORM=glass)
BT_GLASS is a compile-time #ifdef; getenv("BT_GLASS") appears nowhere in the
tree. The line rode along from the bring-up launcher into the frozen profile
and into the pod-hardware runbook, reading like the switch that turns the
glass path on. It never did anything -- the rig worked because glass is the
DEFAULT profile when nothing is set.
Replaced with BT_PLATFORM=glass (the real spelling, so the cart does not lean
on that default) and noted why NOT BT_PLATFORM=pod: the pod profile selects
the 1995 multi-surface gauge path, which needs the NVIDIA horizontal span no
modern driver has. Behaviourally identical -- both land gBTPlatformGlass=1.
Re-verified on the cart: 9 settings applied, GLASS profile, -fit borderless,
all three surfaces on their intended displays.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
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co-authored by
Claude Opus 5
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@@ -258,7 +258,7 @@ desktops. Two pieces were added for the cab:
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1. Probe: GPUs, every monitor's virtual-desktop rect, EDID make/model (identifies the original
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panels), serial ports (the RIO board), session type, and a PROPOSED `glass_layout.cfg` that
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assigns the six surfaces to the non-primary monitors top-to-bottom/left-to-right, centred.
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2. Drop the cfg in the game's working directory; run with `BT_GLASS=1 BT_GLASS_PANELS=1
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2. Drop the cfg in the game's working directory; run with `BT_GLASS_PANELS=1
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BT_POD_SURFACES=1 BT_GLASS_LAYOUT=load` (`=save` to persist drags instead).
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3. Read the receipts; re-assign titles to monitors in the cfg until each picture is on its panel.
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Surface→panel roles: Heat MFD = upper left (coolant), Engineering = upper centre, Comm MFD =
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@@ -10,7 +10,14 @@
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# VGA Port A = monitor:DISPLAY2 (RGB triple: Heat + Comm + Mfd2)
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# VGA Port B = monitor:DISPLAY1 (RGB triple: Mfd1 + Mfd3)
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BT_GLASS=1
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# Platform PROFILE. NB "glass", not "pod": BT_PLATFORM=pod selects the 1995
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# multi-surface gauge path (exclusive-fullscreen D3D per adapter + the NVIDIA
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# horizontal span), which no modern driver can do. What lights this cab is the
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# GLASS profile plus the three switches below. (Glass is already the default
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# when nothing is set -- named here so the rig never depends on that default.)
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BT_PLATFORM=glass
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# One window per surface -- this is the switch that makes panels at all.
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BT_GLASS_PANELS=1
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# ONE VGA port's R/G/B lines drive THREE mono MFDs -- composite the planes.
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