# Phase 3 — Render Backend: Progress **Status (2026-07-03): Phase 3a complete — the render command stream is fully captured and decoded, and a captured DIVRGB frame has been reconstructed to pixels. First image ever produced from the Rel 4.10 VPX protocol without a real board.** ![decoded DIVRGB calibration screen](divrgb-decoded.png) That is `flyk divrgb.scn` — Division's SMPTE color-bar calibration scene — rendered *entirely from the FIFO command stream captured by the emulated VPX board*: geometry, connectivity, materials, camera, viewport and background all come from the wire, none from the scene files. `divrgb-frame0.png` is the same capture drawn with the actual frame-0 spline camera the app sent. ## 3a. Full FIFO capture `vpxlog.cpp` now records every FIFO burst when `VPX_FIFODUMP=` is set (records: `'VPXM'` magic, u32 length, raw bytes; one record per burst between `outputData` tag writes). The capture used here: `divrgb.fifodump` (1297 messages) from `divrgb.conf`. Tools: - `decode_fifodump.py [--hex N] [--action A]` — action census + payload hexdumps. - `render_capture.py [-o out.png] [--frame N] [--eye x,y,z]` — reconstructs the scene graph and software-renders the frame each `draw_scene` commits. ## The Rel 4.10 wire protocol (established from this capture) One burst per message: `[action:4][payload]`, packetized at 508 bytes. The i860 image download itself rides the FIFO in this build (actions 18–20, `VREND.MNG`). The DPL3 `vr_action` enum holds for 0–23 but Rel 4.10 extends and re-purposes the tail: | action | meaning | payload | |---|---|---| | 0 | init | args string (`/device~0x150~/video~svga~…`) | | 1 | create | `[type][name]` — **the host assigns node names** (1,2,3…); the board's create reply node value is ignored | | 3 | flush | `[name][type][node struct]` (see node types below) | | 7 | dcs_link | `[parent][child]` | | 9 | draw_scene | `[view?][0][0][1][1.0f]` — commits the frame | | 11 | list_add | `[parent][child]` | | 18–21 | 860code/data/bss/args | i860 download (FIFO in this build) | | 23 | **set_geom_verts** (Rel4.10; DPL3 had 22) | hdr `[name][0][n_verts][3][n_blocks][1][5][n_verts][1.0f]`, then float32 x,y,z per vertex | | 25 | **set_geom_conns** (new) | hdr `[name][n_polys][loop_len][0]`, then indices; each poly a closed loop (last=first) | | 31 | **camera** (new) | `[?][view][3×3 rotation, row-major][eye x,y,z]` per frame | | 45 (0x2D) | sync | token ping (see PHASE2) | Node types (from create/flush pairs in this capture): | type | node | flush payload highlights | |---|---|---| | 2 | texture/ramp? | one word, `0xFFFFFFFF` / `0x0FFFFFFF` | | 3 | view | window l,b,r,t (±1 × ±0.6154), window-plane distance 1.3, viewport 832×512, near 2, far 12000, background RGB | | 4 | light | | | 5 | dcs | 4×4 matrix | | 6 | material (old-style) | RGB floats | | 7 | object | | | 8 | lod | 2×4 bounds + lists | | 9 | geogroup | bounds; **payload int 14 = material node name** | | 10 | geometry | `[geo_type][n_polys][n_verts]…[radius]` | | 11 | material | **floats 10–12 (payload) = diffuse RGB** | Graph: `list_add` links object→lod→geogroup→geometry (and zone-level nodes to node 0); geogroups bind materials by name. The 13 DIVRGB bars decode to the textbook SMPTE pattern — 7 color bars, the reverse strip, and the −I/white/+Q PLUGE row — which validates vertices, connectivity, materials, camera and window mapping in one image. (Division screen x runs opposite to a GL-style eye space; without negating x the pattern comes out mirrored.) ## Next: 3b — live OpenGL backend Feed the same decode path a live stream inside DOSBox-X instead of a dump: maintain the node store in `vpxlog.cpp` (or a sibling `vpxrender.cpp`), upload geometry on set_geom_verts/conns, draw on draw_scene into an OpenGL window (or the DOSBox surface). The `divrgb.fifodump` fixture allows developing the backend offline; `flyk yip.scn` (CYCLE, Red Planet geometry) is the next fixture up once the DOS/4GW sync variant is handled, then the game itself (`buttee.bgf` etc. via the production content path).