- rt_draw shading replaced with the dpl3-revive software-rasterizer model
(vrview.py draw(), proven on our own arena captures): lit = sceneAmb +
sum |N.L|*col double-sided; c = emis + diff*lit (tex*base*1.275 when
textured); Division 10-bit-DAC gamma 1/1.25 on output. Default light rig
matches theirs (ambient 0.35 + one 0.65 sun) until wire lights arrive.
- Real wire lights decoded per their SceneCache.rebuild(): lmodel type-6 /
light type-0xe bodies (dcs @d+12, type @d+16: 2=ambient 3=directional,
rgb @d+20), directional aim = light DCS +Z row, sanity-clamped; frame
carries summed ambient + up to 2 suns.
- Projection: the hardcoded post-projection X flip (SMPTE-era) made the
game view steer mirrored (turn right, view swings left). Game path
(ydown) now projects without it -- matches dpl3-revive, which has no
lateral mirror; demo/test path keeps the flip. User-verified: native
window steering now correct.
Fork source (emulator/src/src/hardware/vpxlog.cpp) in sync; rebuilt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>