The stubbed dpl-instance ranking display is reborn as screen-space
quads in CameraShipHUDRenderable::Render:
- followed-player callsign banner (bottom center; the old direct
index was correct -- Execute already converts to the 0-based
texture slot)
- the RANKING WINDOW: one row per scoring player, [ordinal][callsign]
in rank order right of center; visibility = the Director's
authentic flash logic (10s on / 15s off, solid final 30s); rows
follow LIVE playerRank pointers so they re-sort as scores change
- discovery: each 128x32 ordinal bitmap packs TWO ordinals side by
side ('1st|2nd', '3rd|4th' -- why 4 bitmaps serve 8 players);
draw = texture rank/2 with a u-half selected by rank parity
- alpha-blended A4R4G4B4 white-on-transparent textures x green
diffuse = the authentic green look
BT_SHOT moved AFTER the 2D pass -- it captured the backbuffer pre-HUD,
so overlays were on screen but invisible to screenshots (cost one
false debugging round). GetOrdinalTexture accessor added.
Screenshot-verified: '1st MAVERICK' standings + MAVERICK banner over
live auto-directed coverage; 2-node mech smoke PASS (un-regressed;
the new render path only executes when a CameraDirector HUD exists).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>