# The IG-board shading model (ground truth from libDPL) Authoritative reference for the software rasterizer, distilled from the **shipped Division library headers** in the reconstructed game source: - `C:\VWE\BT411\engine\MUNGA_L4\libDPL\dpl\dpltypes.h` — the public `dpl_*` enums - `C:\VWE\BT411\engine\MUNGA_L4\libDPL\dpl\dpl.h` — the `dpl_Set*` API - `C:\VWE\RP411\DivLoader\{VGCDivLoader.h,tagIdents.h}` — the `.biz`/BGF asset format the same model is authored in (DivVertex, BIZ_IDENTITIES) - `C:\VWE\BT411\context\rendering.md` / `docs\BGF_FORMAT.md` — how the modern D3D9 port reproduces this same model (the ramp/BSL/effect-card fidelity work) These are the host-side commands the game issued to the VelociRender board; our firmware-decomp emulates the board that consumes them. Where our renderer differs from this model, this file is the reference. --- ## 1. Vertex type mask — the per-geometry shading selector `dpl_VERTEX_TYPE` (dpltypes.h:189) is a bit mask; it is exactly the `DivVertex.mask` field in the asset format (VGCDivLoader.h:65): | bit | token | meaning | |------|-------------------------|--------------------------------------------| | 0x01 | `dpl_vertex_coord` | has x,y,z (always) | | 0x02 | `dpl_vertex_normal` | has Nx,Ny,Nz → **LIT** by the map light | | 0x04 | `dpl_vertex_rgba` | per-vertex RGBA (effect cards) | | 0x08 | `dpl_vertex_luminance` | per-vertex luminance `l` | | 0x10 | `dpl_vertex_texture2D` | has u,v | | 0x20 | `dpl_vertex_texture3D` | has u,v,w (perspective texture) | | 0x40 | `dpl_vertex_radius` | sphere/point radius | **The key rule (rendering.md §"IG-board shading model"):** shading is chosen PER GEOMETRY by the vertex type: - **No-normal geometry** (terrain / mesas / sky / buildings / mech — the WHITE baked verts) is **UNLIT**, and colorized by the material's 2-endpoint RAMP. - **Normal-bearing geometry** (~150 vehicle/missile files) is **LIT** by the map light; the ramp is NOT applied (applying it = the "dusty white blobs" bug — gate ramp on `!hasNormals`). - Exception: cockpit-frame (`*_cop`) batches are pure-emissive constant colour. --- ## 2. Material ramp — how the board colours grayscale texels `dpl_SetMaterialRamp` + `dpl_SetRampComponents(r0,g0,b0, r1,g1,b1)` (dpl.h:326,578): a material carries a **2-endpoint colour ramp**. The (grayscale / bit-sliced) texture's **luminance L∈[0,1] indexes the low→high gradient**: ``` out_rgb = rampLo + L * (rampHi - rampLo) # per channel ``` This is how the IG board coloured terrain from gray bit-slice art (rendering.md / bgfload.cpp:341): rock `0.25,0.21,0.16 → 0.8,0.5,0.4` (warm tan); grass `0.13,0.13,0.07 → 0.38,0.33,0.23`. Materials with no diffuse relied ENTIRELY on the ramp. > **Applicability to the wire-capture renderer:** the `0x1a` texmaps in the > `netdeath` capture arrive as *already-colourised RGB* (HUD labels, emblems, > panel/terrain art — 0–12% grayscale), i.e. the ramp is pre-baked on this path. > So `render_final` must **not** re-apply a ramp (it would double-colour). The > ramp model matters for a raw grayscale/BSL texmap path, not for these uploads. --- ## 3. Texture value model — wrap and alpha (implemented: `dpl_sampler.py`) `dpl_SetTextureProperty(tex, prop, value)` (dpl.h:344) sets `dpl_TEX_PROP` fields to `dpl_TEX_VALUE` tokens (dpltypes.h:103,121). The two that change rasterizer *output*: **WRAP** (`dpl_tex_prop_wrap`/`wrapu`/`wrapv`): - `dpl_tex_value_repeat` — texel index wraps mod size (tiling terrain) — the board default - `dpl_tex_value_clamp` — texel index clamps to the edge (a one-shot decal / HUD label / emblem — tiling a "PLAYER 1" label is the wrong-wrap tell) **ALPHA / cutout** (`dpl_tex_prop_alpha`): There is **no stored alpha channel** — the texel word is `[pad, B, G, R]` (see §3a). The board realises `dpl_tex_value_cut` (**PUNCH**: the cockpit/effect-card cutout that retires the "opaque rectangle" reading — the wreck flame that read as a "twisted drill bit", rendering.md §effect-cards) by **near-black keying** at draw time: a texel whose `R+G+B <= ~24` is a HOLE (poly not drawn there, no z claim). Ground truth: `dpl3-revive/patha/vrview_gl.py` ("alpha cutout (texel sum <= 24/255)"). Filtering (`point`/`bilinear`/`trilinear`/`mipmap_*`) is a quality axis; pvision runs the board in texmode 0 = **point (nearest)**, which is what we model. `dpl_sampler.py` implements wrap + near-black cutout (numpy-vectorized, with a synthetic conformance self-test). Cutout is a per-MATERIAL property the wire capture does not yet expose per drawn surface, so `render_final` defaults it OFF (opaque) and leaves the hook for when a `SetTextureProperty` stream is decoded. ## 3a. Texel format — SVT `[pad, B, G, R]` (the ex-CYAN bug) The `0x1a` upload's texel word is **`[pad, B, G, R]`** ("SVT xbgr") — ground truth from the real renderer's own decode (`dpl3-revive/patha/vrboard.py:448` `do_texels`, `stage_assets.py:43`). **Byte 0 is a PAD (0 in every texel across the capture); the colour is bytes 1,2,3 = B,G,R, so RGB = bytes (3,2,1).** `mode` 1 is the board's internal 8-bit storage path — the WIRE upload is always 4 bytes/texel. `texstore.py` had been reading RGB as bytes (0,1,2) = `(pad, B, G)` — zero red — which rendered the whole arena **CYAN**. Fixed to (3,2,1): the arena reads as its true grayscale metal panels + coloured decals. This, not the texid binding (§5), was the cyan. --- ## 4. Fog — the arcade model (not yet in the software renderer) `dpl_FOG_TYPE` (dpltypes.h:238): the arcade uses **`dpl_fog_type_pixel_lin`** — per-PIXEL linear fog on perspective W (rendering.md §fog: table fog on the z-buffer collapses because the z-buffer is perspective-nonlinear; the board fogs on W). Authored per map/time/weather as `fog = ` in the DPL env INI (e.g. cavern/night/clear: near 90, far 1100, dark blue 0.1,0.1,0.12). Night fog is dark BY DESIGN. Our renderer has the per-pixel Z/W planes to do this faithfully; the near/far/colour are map-specific (not applied blind). --- ## 5. The remaining blocker — texid → texmap-handle binding `render_final` still binds each drawn quad's 6-bit texid to an uploaded handle by `texlist[tid % len]` — a placeholder. Investigated 2026-07-19/20: the draw's texture-select word (op `0xf7`, ad 141/142) is **not** a handle — it is the board's *resolved texture-descriptor reference* (per-texmap: high byte differs, `0xf26a`/`0xf081`/`0xf1ea`/`0xcafa`…), computed at geometry-CREATE time from the texmap (traced: the select-word value is written to scratch ~`0xbfc98` during the `create` cmds, not the opaque texel store), and `battle_prog.pkl` is the firmware's already-compiled program, so the game's material/texture *names* are gone by then. Cracking it needs the deferred **board texture-RAM model**: RE the firmware texmap→descriptor allocation and map the select word to an upload handle. **Note (2026-07-20):** the monochromatic frame was NOT this binding — it was the texel-format misread (§3a). With SVT decode fixed, most arena surfaces are grayscale metal, so the frame reads correctly *despite* the placeholder binding; the binding now only mis-tints the handful of coloured decals. Much lower priority.