The pod's secondary/radar cockpit surface now renders as an inset in the
800x600 dev window under BT_DEV_GAUGES: radar/tactical grid, SPEED/HEADING/
MAGNETIC/PROP dials, and the color-coded ARMOR DAMAGE mech schematic -- real
gauge content (nzSec=27247), composited from the shared CPU pixelBuffer.
Composite pass (engine): SVGA16::DrawDevInset palette-expands the secondary
plane into a MANAGED texture on the MAIN device and draws an XYZRHW inset quad;
BTDrawGaugeInset() reaches the gauge renderer's 'sec' port and is called from
DPLRenderer::ExecuteImplementation as the last draw before EndScene.
Three reconstruction bugs fixed to get real content:
1. BTL4Application::MakeGaugeRenderer signature mismatch (REAL fix): the
reconstructed no-arg override only HID the 2007-engine's widened 3-arg
virtual MakeGaugeRenderer(int*,int*,int*), so the engine built a base
L4GaugeRenderer whose ctor never parsed gauge/l4gauge.cfg -> empty symbol
table -> "undefined label 'bhk1Init'" -> no ports/gauges. Matched the 3-arg
signature so it truly overrides (args ignored; BT is fullscreen). Same bug
class as the BTL4GaugeRenderer(false,NULL,NULL,NULL) ctor fix.
2. Parse hung on undefined primitives (gated dev accommodation): the BT gauge
primitive table (BTL4MethodDescription) is still a stub, so an unknown
primitive -> ReportParsingError -> Fail() -> a MODAL dialog freezing the
parse. Under BT_DEV_GAUGES, skip the unknown primitive's params so labels
register and the base "configure" primitive builds the ports.
3. Gauge widgets AV on NULL data bindings (gated): NumericDisplayScalar's NULL
value_pointer -> GaugeConnectionDirectOf ctor deref (bind NULL->static zero);
RankAndScore::Execute derefs unreconstructed game state (Gauge::GuardedExecute
SEH wrapper -> Disable(True) on first fault).
All guards gated on BT_DEV_GAUGES: default DEV un-regressed (TARGET DESTROYED,
0 crashes) and the pod path is byte-unchanged (strict Fail, no guards).
Remaining (docs/GAUGE_COMPOSITE.md): the real gauge WIDGET reconstruction
(BTL4MethodDescription method table + gauge->game-state data bindings), then
Step 2 (RP<->BT MFD port-name reconcile) + Step 3 (2-window layout).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>