The emulated VPX board now draws frames in real time. The FIFO burst assembler feeds an in-process DPL scene store; each vr_draw_scene publishes a frame snapshot to a dedicated WGL window thread that renders it fixed-function. - vpxlog.cpp: scene_burst() decode + VScene store + rt_main GL window thread; glFrustum from the view-node window rect, glScalef(-1,1,1) for Division's mirrored screen-x, action-31 camera as modelview. No build change (opengl32 already linked). - Validated: flyk divrgb.scn opens the "VPX VelociRender (emulated)" window and draws the SMPTE bars live via the real camera.spl spline camera (divrgb-live-gl.png), matching the offline render_capture.py decode. - Game path (alpha1.conf) opens the window + draws background but hits the pre-existing production btdpl.ini vr_sync timeout (sends_wo_rcv) -- not a 3b issue. Remaining work tracked in PHASE3-PROGRESS.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
18 lines
277 B
Plaintext
18 lines
277 B
Plaintext
# Local working artifacts
|
|
dosbox-x/
|
|
image/
|
|
*.png
|
|
# Phase 3 evidence renders (keep: decoded from the captured VPX stream)
|
|
!divrgb-decoded.png
|
|
!divrgb-frame0.png
|
|
!divrgb-live-gl.png
|
|
dbx_out.txt
|
|
vpx*.txt
|
|
sweep_*.txt
|
|
dbx_err.txt
|
|
src/
|
|
vpxlog.txt
|
|
sent_hex.txt
|
|
build.log
|
|
run_build.sh
|