# Translocation Warp — restored

VWE BattleTech · MUNGA / Tesla 4.10 · task #52

# The translocation warp, restored.

The respawn effect from the 1995 arcade pod — a swirling energy vortex the pilot dissolves into and reappears from. Reconstructed from `BTL4OPT.EXE` and matched, frame by frame, to a photograph of the original cabinet.

### The original

cabinet photo · tsphere.bgf

TARGET

### Our render, before

radial “spokes”

✗ BUG

### Our render, now

live · spinning + churning

✓ FIXED

// right panel is a live capture of btl4.exe — 30 frames, ~2s of the settled swirl

## What was actually wrong

#### Texture-scroll precision collapse

The swirl scrolls its cloud texture by `scrollDelta × time`, where `time` is absolute runtime. That product grows without bound, so within seconds the UV offset is large enough that adding it per-pixel destroys float precision — the coordinates quantize into coarse steps and a smooth cloud shatters into grainy radial spokes. Wrapping the offset with `fmodf(…, 1.0f)` is identical under REPEAT tiling but keeps full precision.

This same bug silently degraded every scrolling texture — beams, exhaust — over a long session. The warp just made it impossible to ignore.

## And the look itself

- MESHBicone, on-axis. tsphere.bgf is a 45-vertex bicone viewed straight down its throat and spun in place — not an off-axis tornado.
- TEXCloud × wide lavender ramp. The `bintA` cloud through a full-range dark→lavender ramp — no geometry “bands”, no twist.
- METHODVerified offline first. Rendered the real mesh in a standalone rasterizer, matched capture.png, then ported the confirmed parameters.