VWE BattleTech · MUNGA / Tesla 4.10 · task #52
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.
// right panel is a live capture of btl4.exe — 30 frames, ~2s of the settled swirl
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.
bintA cloud through a full-range dark→lavender ramp — no geometry “bands”, no twist.