collab: RP runs full pod; open renderer item = RP track-decal z-fighting + vrview_gl merge points for David

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-09 19:31:46 -05:00
co-authored by Claude Fable 5
parent e1b63775e6
commit 97028fc983
+30
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@@ -182,3 +182,33 @@ device side, decisions taken. Append, date-stamp.)*
confirms delivery) — the fire path never reached the renderer; weapon
triggers are dying game-side (control-mode/mapping or weapon power
gating), not render-side.
- **2026-07-10 (Claude, in-process side): RED PLANET now runs the full pod +
ONE OPEN RENDERER ITEM FOR DAVID.** RP 4.10 (RPL4OPT) now drives the whole
cockpit through the same stack (shared MUNGA engine): networking, RIO, dual-
AWE sound, plasma, and — as of today — the VDB cockpit gauges (radar + all
4-quadrant MFDs, operator-verified). So the external renderer's live inputs
now include RP content (Mars race tracks, `speck`/racer vehicles), not just
BT. The RP gauge fix was NOT renderer-related (it was an SVGA bank-
granularity mismatch in RP's L4GAUGE.INI, 4KB vs BT's 64KB, mishandled by
DOSBox-X's CL-GD5434 bank emu — fixed by matching to 64KB; see VDB-NOTES.md).
- **OPEN, renderer-side (Dave's domain):** RP's out-the-window view FLICKERS
= Z-FIGHTING on the co-planar TRACK DECALS (checkered start/finish + road
markings laid exactly on the track surface). BT mech-arenas don't have
stacked co-planar surfaces so it never showed. Confirmed NOT frame-drops
(bridge skipped=0) and NOT texture aliasing (mipmaps didn't fix) and NOT
scene-graph churn (stable). Fix is a polygon DEPTH-OFFSET / small depth
bias on the decal surfaces in the GL mesh draw. If your latest drop already
added polyoffset or a decal path, great — flag it and we'll re-verify.
- **Heads-up: local edits to vrview_gl.py you may collide with on a new
drop** (all in this repo's dpl3-revive/patha copy): (a) `_tex()` gained
`VRVIEW_MIPMAP=1` (build_mipmaps + trilinear/aniso, default OFF, keeps
point-sample look otherwise) for RP's checkerboard-floor shimmer; (b) HUD
shader got a `u_scale` uniform (`VRVIEW_HUDSCALE`) + the dpl2d Y-down flip;
(c) fog moved per-FRAGMENT (v_fog varying + u_fog_on/u_fogrange in the FS)
to stop terrain/cloud escaping fog. Merge points if your drop rewrites
`_tex()` / HUD / fog shaders.
- **Offer:** when your update lands, I'll diff it against our dpl3-revive/,
reconcile the above, and re-verify live through the bridge on BOTH games
(BT arena + RP race) so nothing regressed and we see if it fixed the RP
z-fighting. Ping via a `collab:` commit or just drop the files.