Files
goldeneye-pc-port/docs/dev/GRAPHICS-BACKLOG.md
T
James Dansereau 203549f57e D168: fix vertically-flipped GE_PCDUMP captures; close D114/D116
gfx_opengl_dump_bound_fbo wrote glReadPixels output (GL bottom-left
origin) straight into a top-row-first P6 PPM, so every GE_PCDUMP / F12
capture was upside-down. This is the entire source of the D114/D116
"HUD/text X-mirror" - four sessions chasing a fast3d mirror that never
existed, misreading inverted screenshots of asymmetric content. The
developer confirms the game renders correctly on real hardware.

- writer now emits rows top-to-bottom
- tools_pc/golden/*.png flipped in place to match + golden/README.md
- D114/D116 reclassified as capture-orientation artifacts (not deleted);
  D75 "logo mispositioned" / RC1 "photo 180 deg" flagged for re-judging
- annotations in findings.md, GRAPHICS-BACKLOG.md,
  TEXTURE-GLITCH-ANALYSIS.md, porting-notes.md D2, GE-ENV-PROBES.md

Not runtime-verified (migrated tree has no ROM/toolchain) - needs a
fresh capture to confirm text reads normally.

Claude-Session: https://claude.ai/code/session_01UpTM1AcBRJuTetoZNcCD5V
2026-09-01 19:44:39 -04:00

3.4 KiB
Raw Blame History

GRAPHICS-BACKLOG — known cosmetic / rendering issues

Deferred below level-progression and crash work (user priority, M-11). Minor graphical glitches are acceptable in the current state. Fix these once the game is playable start-to-finish without crashes.

Open

ID Symptom Status / notes
D114/D116 HUD text + ammo digits render each glyph individually X-mirrored CLOSED — NOT A BUG (M-33, §F D168). The GE_PCDUMP PPM writer never reversed glReadPixels rows, so every capture was upside-down; "mirrored" was a misread of inverted asymmetric content. The game renders correctly on hardware (developer-confirmed). Writer fixed (gfx_opengl.cpp). "Every stage verified non-mirrored" was correct — there was no mirror.
D74 wrap-block gfx_pc.cpp:1546/1551 PORT block is dead code: guard cms & G_TX_WRAP with G_TX_WRAP==0 is always false; and it indexes per-texunit [2] arrays with the vertex index i (0..2) → OOB if reached. Latent. Harmless for CLAMP glyphs; could affect wrapped textures on triangles (room panels, model skins). Fix: cms == G_TX_WRAP, and compute the tile window once per tile not per vertex. Verify against tools_pc/golden/ after.
D75 Nintendo logo mispositioned; gun-barrel Bond model absent; cast-roll character models absent. (Rareware logo OK.) Front-end 3D model path. The "overlaps D114 shared mirror" note is withdrawn (M-33, D168 — D114 was a flipped capture). "Logo mispositioned" should be re-judged from a right-way-up capture; the absent-models half stands. Triage plan in findings.md §F D75.
D76 2D disclaimer screen only partially drawn. §F D76.
D77 No audible music on PC. Phase 3 (audio). §F D77.
D116 (HUD) proportional-font strings + ammo counter mirrored CLOSED — NOT A BUG (M-33, §F D168). Same capture-orientation artifact as D114.
D148 Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. M-31 (§F D160): static-traced the Dam end ailists (ai_24→ai_17, camera_switch→CutsceneRecord type-46 lookup). Diagnostic GE_D160=1 shipped (c95713f5) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands camera_switch a bogus cutscene record. Leading hypothesis: propDef sizepropdef stride desync (medium confidence), not D75 anim-model.
D149 Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all — one of the compiled sub-DLs (seg5+0x9ee4) is malformed, D146 now skips it instead of aborting. D75 family. §F D146.

Resolved (for reference)

  • D70–D74: intro-logo pixels (Rareware logo renders correctly).
  • D103: viewport / native-resolution half-frame.
  • D105: room geometry Z-buffer never cleared (G_CLEAR_DEPTH_EXT).
  • D106: sky-void through doorways (portal near-plane min>max).
  • D107: blurry ceilings/wall-panels (LOD mip tile fabrication).
  • D112: skeletal models were "3D lines" (d43_emit.py put_f32 byte order).