Commit Graph
3 Commits
Author SHA1 Message Date
CydandClaude Opus 4.8 bf234842cb Commit the texel-format fix + shared dpl_sampler module (was uncommitted)
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>
2026-07-20 10:07:16 -05:00
CydandClaude Opus 4.8 cb5ea73ab2 M3 texture mapping: perspective-correct sampling proven; scale/binding = the calibrated boundary
render_textured.py now applies the divlogo's perspective divide (texu/texz,
texv/texz per EOF.C perspective_divides): the result shows CORRECT perspective
-- ground and sky converge radially to the vanishing point, textures sample
along the surfaces. Two precise unknowns remain, both needing a reference
(TXDN source trace or a ground-truth frame), not guessing:
  (1) texid(6-bit slot)->handle binding -- so each quad gets ITS texture at
      ITS size (currently one texture on all surfaces -> uniform look);
  (2) the exact fixed-point texel scale -- texu/texz~0.12 gives ~2 texels/quad
      without the right multiplier (the divide keeps 20 bits; texel = field>>13
      for a 128-tex, but the pre-divide scale needs pinning).
Geometry, perspective, and texel decode are all solved from the live wire;
this is the final calibration.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:54:20 -05:00
CydandClaude Opus 4.8 60d812484e M3 sampling framework + honest calibration boundary
render_textured.py samples the game textures with the quads' texu/texv/texz
planes, z-buffered. Empirical finding: the planes are texscale-encoded
(2^16) homogeneous coords needing the exact perspective_divides mapping
(texu/texz * .Cturn_z_to_tex from FOOTER.SS) -- measured texu/texz ~0.12 on
the ground quad. That final texel-coordinate calibration is a precise
reverse-engineering step against EOF.C, not a guess; left as the last mile.

The verified M3 result is the texture DECODE: the netdeath textures are real
game art (texstore.py). Geometry + texel format are both solved from the
live wire.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:23:29 -05:00