KB: sweep the superseded punch-patch claims (task #55 resolution)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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9414268138
@@ -49,12 +49,14 @@ LOD whose band contains the camera distance.
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- **Textured** punch (arena walls/catwalks): black texels = HOLES (alpha-test in the opaque
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pass). Coplanar shells inside one LOD z-fight → depth-bias by submission ordinal. [T2]
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- **Texture-less** punch (the `*_cop` cockpit canopies: blakskn + `softer` ramp, NO texture tag
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in the BMF — byte-verified, 238-byte BLXSKIN.BMF): the frame/window split is the GEOMETRY —
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every `_cop` is an open strut lattice (38-59% boundary edges, all 12 mechs); rendered
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single-sided with per-face INWARD winding orientation (the l/r torso patches are MIRRORED, so
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no single global winding works) the struts are the dark frame and the openings show the world.
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The old "canopy windows are punch texels" claim was WRONG — there is no texel to key. See
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[[cockpit-view]]. [T2 render-verified in-game on Madcat vs gameplay footage]
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in the BMF — byte-verified, 238-byte BLXSKIN.BMF): **the PUNCH-tagged patches ARE the
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transparent WINDOWS** (the whole tagged geogroup renders as holes); the visible frame is only
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the NON-punch geometry, itself an open strut lattice rendered single-sided with per-face
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INWARD winding (the l/r torso patches are MIRRORED, so no single global winding works).
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Verified by rendering every shell from its mech's AUTHORED eye (SKL [jointeye]) — the punch
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panes sit exactly over the window apertures in all 8 mechs; all-punch canopies
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(bhk1/loki/vulture/avatar) are authentically FRAMELESS. The old "canopy windows are punch
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texels" claim was WRONG — there is no texel to key. See [[cockpit-view]]. [T2 in-game, all 8]
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## Shading model (from libDPL DPLTYPES.H)
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Shading is selected PER-GEOMETRY by vertex type:
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@@ -5,7 +5,7 @@ status: living
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source_sections: "task #55 (2026-07-10); reference/decomp part_007.c/part_013.c/part_014.c/part_011.c; engine/MUNGA_L4/bgfload.cpp, L4VIDRND.cpp; game/reconstructed/btl4vid.cpp"
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related_topics: [rendering, bgf-format, gauges-hud, subsystems, decomp-reference]
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key_terms: [material-ramp, siteeyepoint]
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open_questions: ["gyro eye-joint steady offset + hit-bounce (task #56)", "non-Madcat mechs blocked at rest eye position", "exact unlit ramp index for the frame colour (BT_COP_RAMP_L=0.08 is T3 tuned-to-footage)"]
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open_questions: ["gyro tail: gait jolt/rumble [T3 gates], sway model, torso-pitch eye writer, damageForce fill", "exact unlit ramp index for the frame colour (BT_COP_RAMP_L=0.08 is T3 tuned-to-footage)"]
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---
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# First-Person Cockpit: the *_cop Canopy + the Authentic Eyepoint
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@@ -41,9 +41,10 @@ Verified in-game on the Madcat against gameplay footage. [T2]
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- The shell SHOWS by default in the inside view (btl4vid.cpp ApplyViewSkeleton);
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`BT_HIDE_COCKPIT=1` hides it (diag).
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- **Wrong turns, recorded so they stay dead:** (a) "windows are punch texels" — no texel exists;
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(b) dropping the PUNCH-tagged batches as "windshield glass" — the punch patch IS the visible
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frame (dropping it removed the whole cockpit); (c) a view-direction face-cut heuristic — not
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data-derivable, superseded by the lattice + winding treatment.
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(b) "the punch patch IS the visible frame / drop-punch removes the cockpit" — an artifact of
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testing with the broken pre-inverse eye; with the authentic eye the punch patches are plainly
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the WINDOWS (see §resolved below) and dropping them is correct; (c) a view-direction face-cut
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heuristic — not data-derivable, superseded by the lattice + winding + punch-drop treatment.
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## The authentic eyepoint (decomp-verified [T1])
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