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Read gfx_sp_tri1 against D233/D106/D271's existing guards. D233's trivial-reject fix is ruled out as a direct cause -- GL clips well-formed clip-space geometry correctly downstream of it. Found a new, previously uncatalogued unguarded site: the G_CULL_BOTH backface-cull cross-product divides raw vertex w with no epsilon guard, which can NaN/Inf near w=0 and silently skip both cull branches. Not yet confirmed against a live repro. Added GE_D288 (cached-getenv, D250-safe) to catch the culprit triangle's w/bbox at draw time on the next -level_20 run. No game-logic change; port/fast3d/ diagnostic only, inert unless GE_D288 is set.