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