The full DPL hierarchy the game uses (vs flyk's flat scene) is now decoded
and rendered:
- stride-aware set_geom_verts (header word 3 = floats/vertex: 3/4/5/8/9;
mech meshes carry normals + UVs)
- instances are list_add children of DCS nodes; instance flush field 4 ->
object; object->lod->geogroup->geometry; dcs_link builds the articulation
tree of 4x4s (payload floats 4..19, row-major, row 3 = translation)
- game world is y-down (DCS matrices carry a reflection); projection flips
x (Division mirror) and y
render_game.py reconstructs a captured game stream offline: the mission
arena (10km, 246 instances, 330 geometries), the player's Thor at the
camera, six enemy mechs 1.5km north -- game-mech-decoded.png shows one with
real hull/armor/glass materials; game-cockpit-decoded.png the cockpit view.
The live backend (vpxlog.cpp) gained the same traversal and now draws the
game's out-the-window view in real time (game-live-gl.png): sky, arena
floor to the horizon, own gun barrels at frame bottom.
Next: texturing (action-26 texel maps + UVs), lighting from wire normals,
per-frame articulation once the RIO drives the sim.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause: vpx_max_postboot_acks=200, a Phase-2 bring-up guard, capped how
many post-boot replies the device would ever feed. A real BattleTech session
issues an unbounded stream of sync/frame/render replies and aborted with
"velocirender_receive timed out - sends_wo_rcv" at exactly the 200th ack
(143 sync + 55 frame-ack + 2 render). Cap is now effectively unlimited
(0x7fffffff; override VPX_MAX_ACKS for diagnostics).
After the fix the full game (game.conf, RIO disabled, cycles=max) runs
indefinitely: 2500+ syncs, 1264+ frame-acks, no abort, into L4VIDEO content
load (Thor mech + terrain from ALPHA_1/REL410/BT/VIDEO/GEO -- 841 real .bgf
models; test.egg is only mission params). Window still shows background:
the game uses the full DPL hierarchy (instance/object/lod/geogroup + DCS
transforms) which the flat flyk-tuned scene walk doesn't traverse yet -- that
is Phase 3d, documented in PHASE3-PROGRESS.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The emulated VPX board now draws frames in real time. The FIFO burst
assembler feeds an in-process DPL scene store; each vr_draw_scene publishes a
frame snapshot to a dedicated WGL window thread that renders it fixed-function.
- vpxlog.cpp: scene_burst() decode + VScene store + rt_main GL window thread;
glFrustum from the view-node window rect, glScalef(-1,1,1) for Division's
mirrored screen-x, action-31 camera as modelview. No build change (opengl32
already linked).
- Validated: flyk divrgb.scn opens the "VPX VelociRender (emulated)" window
and draws the SMPTE bars live via the real camera.spl spline camera
(divrgb-live-gl.png), matching the offline render_capture.py decode.
- Game path (alpha1.conf) opens the window + draws background but hits the
pre-existing production btdpl.ini vr_sync timeout (sends_wo_rcv) -- not a 3b
issue. Remaining work tracked in PHASE3-PROGRESS.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- vpxlog.cpp: VPX_FIFODUMP=<path> records every FIFO burst ('VPXM' records)
- decode_fifodump.py: action census + payload dumps of a capture
- render_capture.py: reconstruct the DPL scene graph from a capture and
software-render each draw_scene frame (camera, view, materials, geometry
all taken from the wire)
- divrgb.conf + divrgb.fifodump: flyk divrgb.scn capture fixture
- divrgb-decoded.png / divrgb-frame0.png: first images ever produced from
the Rel 4.10 VPX protocol without a real board -- the textbook SMPTE
color-bar pattern, validating verts/conns/materials/camera in one shot
- PHASE3-PROGRESS.md: the established Rel 4.10 wire protocol (action map,
node types, message layouts); RENDER-HARNESS.md updated
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>