forked from Ports/goldeneye-pc-port
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
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# Golden baseline frames
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`frame_NNNNNN.png` — reference `GE_PCDUMP` captures for `framediff.py`
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(`-level_09` BUNKER1 intro pan). Compared structurally, not exactly — the port
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is not frame-deterministic (see `docs/internals.md` "D117").
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## D168 re-orientation (2026-09-01)
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The `GE_PCDUMP` PPM writer (`port/fast3d/gfx_opengl.cpp
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gfx_opengl_dump_bound_fbo`) used to emit `glReadPixels` rows unreversed, so
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every capture — and therefore these goldens — was **vertically flipped**. The
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writer now emits rows top-to-bottom. The PNGs in this directory were flipped
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vertically in place to match; content is otherwise unchanged. Regenerate them
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properly from a fresh run when convenient:
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```sh
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GE_PCDUMP="200-440:120" ./build-pc/ge007.x86_64.exe -level_09
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python tools_pc/framediff.py ppm --update
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```
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