Crosshair: clamp the sight texture when scaled, no speck under the bottom bar (D570)

This commit is contained in:
James Dansereau committed 2026-10-06 21:32:33 -04:00
1 parent 3c3ba4b5fd
commit 107f151530
4 files changed
+36 -2

No files matched your search

+1
View File
@@ -312,6 +312,7 @@ D566,FIXED,Steam Deck Game Mode showed the on-screen keyboard at every launch (S
D567,FIXED,Front-end PC Options with a pad pulled the game's crosshair to the top-left (overlay synced the cursor to the untouched OS mouse) —,FIXED 2026-10-06 (port only:
D568,FIXED,F10 dropdown popup drawn empty and misplaced for a long list on a mid-page row (negative top) —,FIXED 2026-10-06 (port only:
D569,?,Crosshair color follows the PD port:,CHANGED 2026-10-06 (maintainer request; old presets migrate to Custom RGB)
D570,FIXED,Scaled crosshair (Crosshair size != 100%) showed a faint copy of the top bar's tip under the bottom bar (WRAP tile flags) —,FIXED 2026-10-06 (port only:
D407,CLOSED,Tanks cannot be boarded/exited on PC —,CLOSED (2026-09-28 bookkeeping:
D408,FIXED,Game.SkipIntro skips the post-mission failure dossier:,FIXED 2026-09-30 (SkipIntro hook gated to first boot; live dossier check owed).
D415,FIXED,"Shooting a light fixture does not ""kill"" its flickering light (Bunker, Caverns):",FIXED (2026-09-29 bookkeeping:
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
312 D567
313 D568
314 D569
315 D570
316 D407
317 D408
318 D415
+17
View File
@@ -720,6 +720,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D567 | **Front-end PC Options with a pad pulled the game's crosshair to the top-left (overlay synced the cursor to the untouched OS mouse)** — full `## D567` entry at file tail | FIXED 2026-10-06 (port only: sync gated on `optionsOverlayMouseActive()`; build-verified Win/Linux; Deck pad check owed) |
| D568 | **F10 dropdown popup drawn empty and misplaced for a long list on a mid-page row (negative top)** — full `## D568` entry at file tail | FIXED 2026-10-06 (port only: `ddGeom` keeps the popup on screen; 1280x800 before/after capture) |
| D569 | **Crosshair color follows the PD port: Original or Custom RGB, left/right stepper, 0-255 sliders** — full `## D569` entry at file tail | CHANGED 2026-10-06 (maintainer request; old presets migrate to Custom RGB) |
| D570 | **Scaled crosshair (Crosshair size != 100%) showed a faint copy of the top bar's tip under the bottom bar (WRAP tile flags)** — full `## D570` entry at file tail | FIXED 2026-10-06 (port only: CLAMP when scaled in `gunDrawSight` + F10 pointer; 100% unchanged, Dam gate PASS) |
| D407 | **Tanks cannot be boarded/exited on PC — the v0.4.0 use/reload split (D378/D393) removed the B-button tap the engine's tank handlers in `bondview2.c` consume (user report 2026-09-28, Runway/Streets)** — full `## D407` entry at file tail | **CLOSED (2026-09-28 bookkeeping: tank board/exit accepted by the user; shipped in v0.4.0).** Earlier: PARTIAL (fix landed in v0.4.0, port-only): present `GE_CONT_B` on the use (E / pad A) rising edge only while `g_PlayerIsInTank == 1` or `g_BondCanEnterTank != 0`; E keeps its D378 no-reload-fallback semantics elsewhere, N64 layout unaffected. D407(b) same cycle: front PC Options page-edge highlight clamp + mouse-wheel / W-S paging (wheel queue consumed on the menu, D223); its wheel mapping shipped inverted and was fixed to match W/S (wheel up = step up). D407(c): board-animation lockout, menu-accept B gate in tank states, in-tank aim routed through the legacy velocity stick + `Input.TankAimScale` knob. RESOLVED 2026-09-28: all port-only (src/game zero-diff), 10 TANKDBG probes stripped, release binary verified clean, user live tank drive signed off (board + exit OK, aim feel good). |
| D408 | **`Game.SkipIntro` skips the post-mission failure dossier: with it on, entering a level then aborting (watch Z+A) or dying (KIA) returns straight to the menus — no REPORT / "Mission status: KILLED IN ACTION / ABORTED" screen** (user report 2026-09-28; save/AllUnlocked ruled out) — full `## D408` entry at file tail | FIXED 2026-09-30 (SkipIntro hook gated to first boot; live dossier check owed). |
| D415 | **Shooting a light fixture does not "kill" its flickering light (Bunker, Caverns): the fixture takes the hit but the flicker keeps going (community report, issue #87 comment by the reporter, 2026-09-28, 00 Agent playthrough of v0.4.0).** — full `## D415` entry at file tail | FIXED (2026-09-29 bookkeeping: root-caused and fixed as D430 + D431, user-verified vs GEPD/1964 on Caverns 2026-09-29; #119). Earlier: ROOT-CAUSED as D430 (see there); fix in tree, live check owed. |
@@ -18360,3 +18361,19 @@ split-screen 2P with the option on.
"Crosshair when not aiming"); off by default (code default, reset table and both
display-mode presets all 0); new tip. The ini key `Video.CrosshairPersistent` is
unchanged.
## D570: Scaled crosshair showed a faint speck under the bottom bar — FIXED 2026-10-06 (port only)
**Report (maintainer, Deck, 2026-10-06):** a tiny line just under the bottom of
the crosshair, with Custom and default colour. **Cause:** only at a Crosshair
size other than 100% (the maintainer's ini: 105). The sight's render tile uses
the image table's WRAP flags; a scaled `gSPTextureRectangle` puts the last pixel
row/column between the last texel and the next, so the filter blended in the
opposite edge (the top bar's tip): a 2-px faint copy ~6 px under the bottom bar.
The N64 never scales the sight, so 100% is clean (checked). Reproduced on
Windows (Custom green, 105%: rows 460-461), so not Deck-specific. **Fix:**
`gunfire.c gunDrawSight` (`#ifdef PORT`, presentation only) passes a copy of the
image-table entry with CLAMP flags to `texSelect` when the scale is not 1.0; at
100% the original call is unchanged (Dam gate PASS). The F10 crosshair pointer
(`optionsoverlay.c`, always non-integer scale) gets the same clamp.
**Verified:** 105% Custom green capture clean below the bar; Dam gate PASS.
+6 -1
View File
@@ -3323,7 +3323,12 @@ static Gfx *drawCrosshairPointer(Gfx *gdl, s32 W, s32 H)
if (px < 0.0) px = 0.0; else if (px > W) px = W;
if (py < 0.0) py = 0.0; else if (py > H) py = H;
f32 xypos[2] = { (f32)(s32)(px + 0.5), (f32)(s32)(py + 0.5) };
texSelect(&gdl, crosshairimage, 4, 0, 0);
{ /* D570: drawn at non-integer scales; clamp so the edge never wraps */
struct sImageTableEntry clamped = *crosshairimage;
clamped.flagsS = G_TX_NOMIRROR | G_TX_CLAMP;
clamped.flagsT = G_TX_NOMIRROR | G_TX_CLAMP;
texSelect(&gdl, &clamped, 4, 0, 0);
}
display_image_at_position(&gdl, xypos, halfedxy, 32, 32, 0, 0, 1, 255, 255, 255, 220,
(crosshairimage->level > 0), 0);
return gdl;
+12 -1
View File
@@ -6621,7 +6621,18 @@ void gunDrawSight(s32 *gdl) {
sightimage = portCrosshairStyle() && betacrosshairimage
? betacrosshairimage : crosshairimage;
sp54 = *(Gfx **)gdl;
texSelect(&sp54, sightimage, 4, 0, 0);
if (portCrosshairScale() != 1.0f) {
/* D570: a scaled sprite's edge pixels sample past the last texel row/
* column; with the sight's WRAP tile flags the filter then blended
* in the opposite edge (a faint copy of the top bar's tip under the
* bottom bar). Clamp only when scaled: 100% keeps the original list. */
struct sImageTableEntry clamped = *sightimage;
clamped.flagsS = G_TX_NOMIRROR | G_TX_CLAMP;
clamped.flagsT = G_TX_NOMIRROR | G_TX_CLAMP;
texSelect(&sp54, &clamped, 4, 0, 0);
} else {
texSelect(&sp54, sightimage, 4, 0, 0);
}
#else
sp54 = *gdl;
texSelect(&sp54, crosshairimage, 4, 0, 0);