Commit Graph
1 Commits
Author SHA1 Message Date
CydandClaude Fable 5 09192367c0 BT410 5.3.51: THE 3-D WORLD RENDERS -- reconstruction to emulated board to a picture
emulator/render-bridge/first-3d-frame.png: the arena from the pod -- sky,
horizon, ground, the arena structures along the skyline -- at ~31fps on the
VelociRender bridge.

The whole chain now works in our build: MakeVideoRenderer ->
BTL4VideoRenderer over DPLRenderer -> board boot -> Renderer::LoadMission ->
DPLReadEnvironment for the art paths -> 40/40 arena objects loaded -> mission
launch -> per-frame submission over the wire.

The mistake worth remembering: the run was never stalled after
InitializePlayerLink.  I called that from a 150-second sample and it was just
too short.  CheckLoadMessageHandler reposts every second and will not advance
until the min-priority event queue drains, and with the video renderer in the
mission that takes minutes.  A BT_LAUNCH_LOG trace showed the queue draining
and then both RunMissionMessageHandler calls, the plasma display, and the
first sensor tick -- matching the shipped binary line for line.  The renderer
deliberately holds a blank screen until RunningMission (L4VIDEO.CPP:5100), so
'black' was the app still loading, not a rendering bug.

Zero unbuildable entities, zero geometry failures.  The frame is static only
because the mech is parked with no input, and the camera in the bridge title
is the bridge's own viewer, not the game's eyepoint.

Also banked the launch-gate trace (BT_LAUNCH_LOG) behind an env var.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 10:30:20 -05:00