# Phase 3 — Render Backend: Progress **Status (2026-07-03): Phase 3a + 3b complete. 3a — the render command stream is fully captured and decoded, and a captured DIVRGB frame reconstructed to pixels offline. 3b — a live OpenGL window built into the emulated board draws each frame in real time inside DOSBox-X. First images 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.) ## 3b. Live OpenGL backend (DONE) ![live GL window rendering DIVRGB](divrgb-live-gl.png) `VPX_RENDER=1` turns on a live render backend built into `vpxlog.cpp` (Windows/WGL). The same burst assembler that feeds `VPX_FIFODUMP` now also feeds an in-process scene store (`scene_burst()` → `struct VScene`), and each `vr_draw_scene` publishes a frame snapshot to a dedicated OpenGL window thread (`rt_main`) that draws it with fixed-function GL. No build-system change was needed — `opengl32` was already linked, and `vpxlog.cpp` is already in `hardware/`. Validated: `flyk divrgb.scn` (`divrgb.conf` with `VPX_RENDER=1`) opens the "VPX VelociRender (emulated)" window and draws the SMPTE bars live, framed by the real `camera.spl` spline camera the app sends — matching the offline `render_capture.py` decode. The window runs on its own thread, so it keeps displaying the last frame after the DOS app exits. Design notes: - Multi-burst payloads (`set_geom_verts`/`conns` continuations) are tracked with `geom_active` / `conn_active` state, same as the offline decoder. - Projection: `glFrustum` from the view-node window rect scaled by `near/window_distance`; a `glScalef(-1,1,1)` handles Division's mirrored screen-x. Camera is the row-major 3×3 from action 31 loaded as the modelview rotation, then `glTranslatef(-eye)`. - Frame handoff is a critical-section-guarded `VFrame` + auto-reset event; the emulator thread never blocks on GL. Game path (`alpha1.conf`, full BattleTech v4.10): the window opens and draws the view background, but the run hits the **pre-existing production-path sync timeout** (`velocirender_receive timed out — sends_wo_rcv=3`, then `failed in vr_sync`) — the `btdpl.ini`/netnub launch bursts several sends before its first receive, which the POLL_THRESHOLD gating stalls. This is not a 3b issue (the `flyk` clean-launch path renders fine); it is the same production-sync item still open from Phase 2. ## Remaining 1. **Production-path vr_sync timeout** (`sends_wo_rcv`): the game's `btdpl.ini`/netnub launch path. Needed before the game itself renders. 2. **Content**: `test.egg` carries no models, so even past sync the game has no `buttee.bgf`/`mslr.bgf` geometry to draw — needs a real mission/content tree from the pod image. 3. **DOS/4GW sync variant** for the CYCLE `flyk yip.scn` fixture (Red Planet geometry) — the older action-check sync. 4. Texturing (`set_texmap_texels`, action 23-data + SVT), lighting, and depth/material niceties; current backend is flat-shaded untextured polys.