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.
fast3d — software RSP
A C++ interpreter that consumes the Gfx display list the game builds each
frame and emits OpenGL calls, replacing the Nintendo 64's Reality Signal
Processor and Reality Display Processor.
Origin and license
This code is adapted from the Perfect Dark PC
port (port/fast3d/), which in
turn is the Ship of Harkinian /
libultraship fast3d, itself descended from
sm64-port.
LICENSE.txt in this directory (MIT, © 2020 Emill, MaikelChan) covers that
lineage. glad/ is generated by glad
(© David Herberth, MIT). GoldenEye-specific changes in this directory are
under the repository's top-level MIT license.
Files
| File | Role |
|---|---|
gfx_pc.cpp |
the RSP interpreter — matrices, lights, fog, G_TRI1/G_TRI4, vtx |
gfx_opengl.cpp |
OpenGL backend — shaders, textures, z-buffer, framebuffers |
gfx_cc.cpp |
color-combiner equation -> GLSL shader |
gfx_sdl2.cpp |
SDL2 window-manager backend |
gfx_api.h |
public API (gfx_init / gfx_run / gfx_start_frame / ...) |
gbiex.h |
GoldenEye custom GBI command definitions |
glad/ |
OpenGL loader |
GoldenEye-specific work
The PD fast3d already handles G_TRI4 (GoldenEye uses it too). The GE additions
are the custom color-combiner / render modes and the handling of GE's GBI
extension commands. rsp/graphics/gmain.s (GE's real RSP microcode, in the
repo root) is the ground truth for the exact command encodings.