# 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 — status unknown. (Rareware logo OK.) | **Shrunk (M-33, upright captures after D168).** The "overlaps D114 shared mirror" note is withdrawn. **Gun-barrel Bond RENDERS correctly** (walk + fire, upright) — the "absent" reports were the flipped capture. **Nintendo logo IS still broken** — renders as two overlapping white ellipsoids shifted left, no wordmark/geometry (a real `logoinst` model transform/geometry bug, not a flip). Cast roll not re-captured — recheck with `GE_PCDUMP="1400-2200:25"`. `findings.md` §F "D75 Bug 2 — M-33 UPDATE". | | **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).