KB: sweep the superseded punch-patch claims (task #55 resolution)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-11 07:50:08 -05:00
co-authored by Claude Fable 5
parent 8057c37e5b
commit 9414268138
2 changed files with 13 additions and 10 deletions
+8 -6
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@@ -49,12 +49,14 @@ LOD whose band contains the camera distance.
- **Textured** punch (arena walls/catwalks): black texels = HOLES (alpha-test in the opaque
pass). Coplanar shells inside one LOD z-fight → depth-bias by submission ordinal. [T2]
- **Texture-less** punch (the `*_cop` cockpit canopies: blakskn + `softer` ramp, NO texture tag
in the BMF — byte-verified, 238-byte BLXSKIN.BMF): the frame/window split is the GEOMETRY —
every `_cop` is an open strut lattice (38-59% boundary edges, all 12 mechs); rendered
single-sided with per-face INWARD winding orientation (the l/r torso patches are MIRRORED, so
no single global winding works) the struts are the dark frame and the openings show the world.
The old "canopy windows are punch texels" claim was WRONG — there is no texel to key. See
[[cockpit-view]]. [T2 render-verified in-game on Madcat vs gameplay footage]
in the BMF — byte-verified, 238-byte BLXSKIN.BMF): **the PUNCH-tagged patches ARE the
transparent WINDOWS** (the whole tagged geogroup renders as holes); the visible frame is only
the NON-punch geometry, itself an open strut lattice rendered single-sided with per-face
INWARD winding (the l/r torso patches are MIRRORED, so no single global winding works).
Verified by rendering every shell from its mech's AUTHORED eye (SKL [jointeye]) — the punch
panes sit exactly over the window apertures in all 8 mechs; all-punch canopies
(bhk1/loki/vulture/avatar) are authentically FRAMELESS. The old "canopy windows are punch
texels" claim was WRONG — there is no texel to key. See [[cockpit-view]]. [T2 in-game, all 8]
## Shading model (from libDPL DPLTYPES.H)
Shading is selected PER-GEOMETRY by vertex type:
+5 -4
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@@ -5,7 +5,7 @@ status: living
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"
related_topics: [rendering, bgf-format, gauges-hud, subsystems, decomp-reference]
key_terms: [material-ramp, siteeyepoint]
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)"]
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)"]
---
# First-Person Cockpit: the *_cop Canopy + the Authentic Eyepoint
@@ -41,9 +41,10 @@ Verified in-game on the Madcat against gameplay footage. [T2]
- The shell SHOWS by default in the inside view (btl4vid.cpp ApplyViewSkeleton);
`BT_HIDE_COCKPIT=1` hides it (diag).
- **Wrong turns, recorded so they stay dead:** (a) "windows are punch texels" — no texel exists;
(b) dropping the PUNCH-tagged batches as "windshield glass" — the punch patch IS the visible
frame (dropping it removed the whole cockpit); (c) a view-direction face-cut heuristic — not
data-derivable, superseded by the lattice + winding treatment.
(b) "the punch patch IS the visible frame / drop-punch removes the cockpit" — an artifact of
testing with the broken pre-inverse eye; with the authentic eye the punch patches are plainly
the WINDOWS (see §resolved below) and dropping them is correct; (c) a view-direction face-cut
heuristic — not data-derivable, superseded by the lattice + winding + punch-drop treatment.
## The authentic eyepoint (decomp-verified [T1])