From 97028fc983024db7414efc4137cedece2b40d584 Mon Sep 17 00:00:00 2001 From: Cyd Date: Thu, 9 Jul 2026 19:31:46 -0500 Subject: [PATCH] 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 --- emulator/RENDERER-COLLAB.md | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/emulator/RENDERER-COLLAB.md b/emulator/RENDERER-COLLAB.md index 31c03a3..73c7df3 100644 --- a/emulator/RENDERER-COLLAB.md +++ b/emulator/RENDERER-COLLAB.md @@ -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.