From ed585932151711247eae668962fb1996c8dfb59d Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Mon, 28 Sep 2026 01:07:01 -0400 Subject: [PATCH] graphics backlog: track issue #105 (Dam water-reflection cyan fill residual) --- docs/dev/GRAPHICS-BACKLOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/dev/GRAPHICS-BACKLOG.md b/docs/dev/GRAPHICS-BACKLOG.md index 0694416c..c629fae5 100644 --- a/docs/dev/GRAPHICS-BACKLOG.md +++ b/docs/dev/GRAPHICS-BACKLOG.md @@ -38,6 +38,7 @@ once the game is playable start-to-finish without crashes. | **D323** | Distant geometry on 15 levels samples driver-generated mips from the finest texture level; N64 samples Rare's hand-authored mip chain for explicit-LOD textures bound under `G_TL_LOD` (heaviest: Statue 378 binds, Aztec 806). Overwhelmingly CI8/IA8 — subtle fidelity gap, no reported artifact; the only RGBA5551 cut-outs are the D236 set (already handled). | **OPEN / parked** — mechanism confirmed, census in `tools_pc/bg_lod_audit.py`, fix path documented in findings §F **D323** (upload GL mip chains for TEXTLOD-on bindings). Not worth doing speculatively; revisit only if a playtest flags mushy distant detail. | | **D335a** | **RESOLVED 2026-09-23.** Gun-barrel backdrop (Bond's spotlight) leaked into the pillarbox bars while sliding in from off-canvas. Fix: `menu_jump_constructor_handler` emits a full-canvas `gDPSetScissor` right after the CENTER wrap (only when wider than 4:3), which fast3d squeezes to the pillarbox, so off-canvas draws clip at the 4:3 edge as the N64 RDP clips at the screen edge. Verified with a 16:9 barrel capture. | | **D335b** | Native widescreen: the F10 options overlay still stretches with the window (legible, pre-existing look). Pillarboxing it needs `optionsoverlay.c`'s click mapping (`gfx_get_ui_screen_rect`) remapped into the centred region in step. Polish, post-playtest. | +| **#105** | Dam: uncovered water-reflection pixels show the procedural cyan fill instead of the stage sky (residual after the water/wall-reflection work; visible boundary between reflected geometry and sky in the settled Enhanced/Remaster capture). | Backlogged 2026-09-28 from [issue #105](https://github.com/jkdansereau/goldeneye-pc-port/issues/105); post-v0.4.0 graphics queue. Note: the issue's "D329" cross-ref is the issue author's own numbering — our D329 is the anim-pinning fix. | | **1P weapon viewmodel** | **RESOLVED (M-83, D215).** In-level first-person weapon models drew nothing. Root cause: `gunRenderFirstPersonGunModels` built its `ModelRenderData` via `*(ModelRenderData*)&D_80035CC0` — a reinterpret across two separately-declared adjacent globals that only lands right on the N64 linker + 4-byte pointers; on x86-64 `renderdata.flags` read 0, gating every weapon DL node off in `modelRenderNodeGundl`. All 3 ranked suspects in VIEWMODEL-RESEARCH.md were ruled out first by the `GE_DVM=1` probe. Fixed `#ifdef PORT` (explicit field init). `subdraw` 1→153 gfx cmds; owed one BUNKER1 eyeball. | ## Resolved (for reference)