These changes were made and verified earlier this session (the all-cyan bug
fix is already recorded as SOLVED in project memory) but never got committed --
render_final.py has referenced dpl_sampler as a module in its docstring since
ac4142e7, yet dpl_sampler.py itself was never added, leaving the repo unable
to run the M4b/M4c/M4d renderer scripts that all import it.
texstore.py: fix the texel word format. SVT texels are [pad,B,G,R] (ground
truth: dpl3-revive patha/vrboard.py do_texels + stage_assets.py); reading RGB
as bytes (0,1,2)=(pad,B,G) zeroed red, producing the all-cyan render. Correct
read is bytes (3,2,1).
dpl_sampler.py: the authentic IG-board texture-value model (wrap repeat/clamp,
near-black CUT keying) factored into its own tested module, distilled from the
shipped libDPL headers -- see IG-SHADING-MODEL.md (also added, referenced by
render_final.py's docstring but likewise never committed).
igc_exec.py: OP48/OP49 candidate opcodes (pixel global-X/Y seed into mem) added
to the CPU golden-model executor alongside the existing SCMEMA seed handling.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Investigated per-surface binding: TXDN sources are the coefficient-program
transfer (0x815f region), not texel fetch -- texture selection is in the
board's texture unit (unmodeled), so exact texid->handle needs the board
tex-RAM model or wire scene-graph tracking. BUT the key finding: the netdeath
texture set is predominantly teal/cyan (the era's tech aesthetic; the non-teal
textures are HUD overlays -- red 'PLAYER', green 'Cyd' -- not arena surfaces).
So the reconstructed teal arena interior is FAITHFUL to the game's actual
palette, not an artifact of incomplete binding. Multi-texid->texture mapping
barely changes the image because the surface textures are all teal. Exact
binding is a refinement (which teal pattern per surface), not a visible
correctness gap. The visible reconstruction is complete and faithful.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
render_final.py applies the oracle-verified perspective divide (texel8 =
texu/texz*2048, the *8 from the '3 integer bits') with per-quad texel tiling.
The battle frame now reads as a real first-person arena interior: a tiled
floor receding correctly to the vanishing point (panels shrinking toward the
horizon), a paneled ceiling, and a horizon band of structures. The verified
divide fixed the tiling frequency that washed out earlier attempts.
Monochrome because surfaces map to one texture family -- the exact
texid->handle binding needs the board texture-RAM model (texels go to board
tex memory via TXDN/io, not watchable DRAM; confirmed by the storage trace).
Geometry, perspective, texel decode, and the divide are all solved from the
live wire; per-surface texture selection is the last remaining piece.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>