Files
goldeneye-pc-port/port/fast3d
James Dansereau 1fe85339f2 D107: fast3d sampled unloaded mip tile for GE's LOD textures (blurry ceilings)
GE's room GDLs emit G_TL_LOD + G_TD_DETAIL for mip-mapped textures, but
gfx_detail_textures_enabled is false for this port. gfx_lod_tile_offset's
'rdp.tex_lod ? rdp.tex_detail : i' then returned tex_detail (1) for every
texel, so fast3d sampled GE's first mip (render tile 1). GE loads the
whole mip chain with one G_LOADBLOCK to TMEM 0 and just points tiles 1..5
at offsets inside it; fast3d keys loaded_texture[] by TMEM addr and has
no entry for tile 1's offset, so import_texture fabricated a 16x16 from
the top-left 256 bytes of the base image and magnified it across the
polygon -- the blurry brown/grey ceilings and wall panels in BUNKER1.

Fix: when detail textures are disabled, gfx_lod_tile_offset always
returns 0 (the base render tile, the only correctly-loaded level). Sharp
near surfaces, matching what the N64 shows at close range.

Verified -level_09: BUNKER1 ventilation room ceilings/walls/light panels
now render crisp instead of brown mush. Single-level textures (racks,
room 1) were already fine and are unaffected.
2026-08-28 22:02:25 -04:00
..

fast3d — software RSP for the GE PC port

This directory will hold the software RSP: a C++ interpreter that consumes the Gfx display list the game builds and emits OpenGL calls, bypassing the N64 RDP entirely.

Source: adapt from the Perfect Dark PC port

The PD port ships a complete, working fast3d at perfect-dark-pc-port/perfect_dark/port/fast3d/:

File Role ~Lines
gfx_pc.cpp The RSP interpreter: matrices, lights, fog, tri1/tri4, vtx 2800
gfx_opengl.cpp OpenGL backend: shaders, textures, zbuf, framebuffers 1300
gfx_cc.cpp Color-combiner equation -> GLSL shader compiler 60
gfx_sdl2.cpp SDL2 window-manager backend 460
gfx_api.h Public API (gfx_init/run/start_frame/end_frame/...) 58
gfx_pc.h Internal state (RSP struct, texture cache, combiner pool) 60
gfx_rendering_api.h Rendering-API vtable (GL backend implements this) 61
gfx_window_manager_api.h Window-manager vtable (SDL2 implements this) 54
glad/ GL loader —

The PD fast3d already handles G_TRI4 (GE's 4-triangle command) — the PD game uses it too. So the bulk of the RSP work is done; we adapt, not rewrite.

GE-specific work to add

  1. G_SETTEX (opcode 0xc0) — GE's custom texture-bank command (include/gbi_extension.h, gsSPUseTexture). Add a case in the gfx_pc.cpp dispatch and a corresponding texture-bank selection in the GL backend. Reverse the exact semantics from rsp/graphics/gmain.s + src/game/tex.c / initmttex.c.
  2. Verify custom color-combiner modes — G_CC_MODULATEIFADE, G_CC_FADE, G_CC_DECALFADE, G_CC_BLENDRGBFADEA, etc. The gfx_cc.cpp compiler handles arbitrary CC equations; confirm each GE mode compiles to correct GLSL.
  3. Verify the custom render mode — G_RM_CUSTOM_AA_ZB_XLU_SURF (AA_ZB_XLU with Z_UPD).
  4. gDPLoadTLUT06/07 — map onto the existing G_LOADTLUT path.

Ground truth

rsp/graphics/gmain.s (repo root) is the real GE RSP ucode. We do not run it on PC, but it is the authoritative reference for the exact command encodings GE emits — use it to validate the software RSP's decoding.

Status

Empty (scaffolding). Populate during Phase 2 by adapting the PD fast3d and adding the GE-specific commands above.