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goldeneye-pc-port/docs/dev/GRAPHICS-BACKLOG.md
T
James Dansereau 9a69d57afd docs: M-36 triage sweep — bug families, correct the D159 mis-attribution
Headless GE_PCDUMP (-level_36, GE_STARTMENU=10) + static read of the
implicated port code. Two headline findings:

- The "comb interlacing" (D176b, D182-2) is NOT the D159 family.
  texSwapAltRowBytes is a full #ifdef PORT no-op (image.c:2199) and
  cannot cause anything. Real cause: gfx_pc.cpp import_texture_* assume
  line_size_bytes == full_image_line_size_bytes and shear non-PoT /
  sub-rect tiles into diagonal noise. New "Family A". Backlog D176/D182
  corrected.

- D178 briefing objectives are BLANK, not wrong-listed: header renders,
  then just "a." with no objective text. That is the D143/D151
  langGet-NULL blank-text family ("Family B"), not a propDef walk desync.

docs/dev/M-36-TRIAGE.md: full family table (A fast3d texture pitch,
B string bank, C D75 models [defer], D blood/particle, E transient
hang [defer], F misc). Recommends Families A and B as the two
high-ROI targets, disjoint enough for two subagents.

Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
2026-09-02 10:06:56 -04:00

13 KiB
Raw Blame History

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.
D170 Named-NPC "flee" scripted behaviour looks wrong on PC: on Silo, Ourumov breaks into a full run the instant he alerts ("Ourumov: Kill him!") rather than the N64 walk/retreat; developer reports Trevelyan behaves the same way on Cradle. Observed, not investigated (M-34, from a Silo playtest capture; user bug report — no fix wanted yet). Could be a genuine ailist / chrTick divergence, OR the D155/D156 wall-clock deltaFrames locomotion-anim speed-up (a catch-up spike playing the walk cycle at 2–3×). Verify first: capture the same beat against N64 reference footage before assuming it diverges — Ourumov may be scripted to flee. If it's real, suspect the frametiming clamp (§F D155/D156) or the Cradle-family AI path (§F D123).
D171 Silo missile-shaft: a large translucent grey triangle sweeps across the lower frame while panning down the shaft (~3 s of the capture). Looks like a stray poly / near-plane clip fan, same family as D106 (portal near-plane min>max). Observed, not investigated (M-34, Silo capture). Cosmetic, intermittent, tied to camera angle in the open vertical shaft.
D172 Bullet-impact / blood particle spray renders magenta or cyan instead of dark red (visible on guards hit at close range on Silo). Observed, not investigated (M-34, Silo capture). A channel-order / CC-mode error in the particle-sprite path (magenta = R+B, cyan = G+B) — not the D64/D120 blood-decal family (those are crash/hang + missing decals, not colour). Likely a texture-format or env-colour decode in blood_animation.c / the fast3d sprite path.
D178 Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level). M-36 triage: the objective lines are BLANK, not wrong. GE_STARTMENU=10 Dam briefing renders the header fine ("OHMSS / Agent: James Bond / Mission 1: Arkangelsk / Part i: Dam / PRIMARY OBJECTIVES:") then just the bullet "a." with no text and no b/c/d. → D143/D151 blank-text family (langGet() → NULL → silent blank), not a propDef walk / difficulty decode. Family B in docs/dev/M-36-TRIAGE.md — find which lang bank the front-end briefing flow fails to load. Re-confirm the exact shape in a real briefing (the GE_STARTMENU boot skips real save state). Close relatives: D151 (watch objective text blank — type-35/23 text slot u16→u32 fix, M-28; interactive re-verify was still pending), D143 (briefing/objective text blank via langGet NULL), D157 (objective difficulty byte offset — could make difficulty-gated objectives appear/disappear wrongly). The pre-start briefing is a different surface from the in-level watch, so D151's fix may not cover it. Next: ask user which level + what exactly shows vs expected; compare against docs/dev/LEVEL-OBJECTIVES.md (regenerated post-D157); if lines are blank → D143/D151 family (langGet NULL guard = silent blank), if wrong objectives listed → propDef type-23 record walk / difficulty decode.
D175 In-game stutter / brief hang during normal play — observed opening a door on Runway (mission 3, -level_35) and also on Surface. No backtrace captured (gdb attach missed the window; it self-recovered). Observed, not investigated (user QA report). Matches known transient-hang classes rather than looking new: D155 (post-slow-load catch-up spiral — clamped), D156 (anim NaN loop — guarded, prints one-shot stderr diag if it fires), D134 (SP/DP task-done event swallowed — fixed M-22, Runway was an original victim), D147/D152 (audio s_imLock steal = ~2 s hiccup). Door-open specifically = new room first visible → one-off texture-import/frame spike (likely benign). Next: reproduce under tools_pc/debug.ps1 with the box idle; check console for the D156 stderr diag; if it recurs, attach gdb mid-hang and pattern-match bt (import_texture = benign slow frame; model.c:3131 spin = D156; pthread_mutex_lock on s_imLock = D147/D152).
D176 Surface exterior renders wrong (two co-located defects). (a) Sky is solid black — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). (b) The perimeter tree-line backdrop renders as grey TV-static / comb interlacing instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. Observed, screenshots committed (M-35, user QA; docs/img/bugs/d176-surface-exterior-our-build.png vs -reference.png). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is Surface (i) -level_36 (confirm it also affects -level_43). (a) black sky: sky DL not emitting / wrong transform (D75 logoinst family) or sky tiles failing import — GE_PCDUMP + GE_DTEX on the sky pass. (b) tree/rock static: M-36 triage — NOT the D159 family. texSwapAltRowBytes is a full #ifdef PORT no-op (image.c:2199), it cannot cause this. Real cause: port/fast3d/gfx_pc.cpp import_texture_* assume line_size_bytes == full_image_line_size_bytes (SUPPORT_CHECK; rgba16's is commented out "trips ... with a garbage size" :658) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. Family A in docs/dev/M-36-TRIAGE.md. Fix: honour line_size_bytes as the real source pitch. Same defect as D182(2).
D174 "No blood effect" — user reports no visible blood when shooting guards / into surfaces. User QA report; likely D120, unverified. Decals: the D120 PointUsage[] converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (d43 && d69 && d88 --regen) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray drawing (wrong colour, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong colour"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the chr.c:3328 decal walk.
D173 Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. Observed, not investigated (user QA report). D75 animated-model family but a position defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (modelSetAnimFrame2WithChrStuff, D156 area) offsetting the rendered joints above the body origin; (c) a coord3d/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not g_CurrentPlayer state.
D182 SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip the Bond image stops drawing entirely and the whole background gains the comb / interlacing artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. Observed, screenshot committed (M-35, user QA; docs/img/bugs/d182-file-select-backout-20260902.png). Two symptoms, likely linked: (1) background 3D image stops rendering after re-entry → a front-end model/DL whose render_pos / segment binding is only valid on first construction (D149 / D75 constructor_menuXX family — the dossier/wallet models have the same "renders once" behaviour). (2) interlacing = M-36 triage: Family A, the import_texture_* line vs full_image_line shear (see D176(b) / docs/dev/M-36-TRIAGE.md) — not the D159 texSwapAltRowBytes path (that is a full PORT no-op). Open question: why only after a round-trip — first import may land line == width, re-import may not, or the tile descriptor is stale on re-entry. Repro: GE_STARTMENU to file-select, back out with ESC/B, re-enter; GE_DTEX on the spiral texture across both visits. Shares defect (2) with D176(b).
1P weapon viewmodel In-level first-person weapon models don't draw at all (no gun visible while playing). Already documented — AUDIT-M6 #5 (docs/dev/AUDIT-M6-player-offsets.md, "prime suspect") + §F D115 "still open (MED)"; M-8 handoff listed it NOT STARTED with a plan: instrument gunfire.c:600-661 setup + field_87F gating first, then check weaponModel.render_pos arena lifetime and weaponRwPool[192] sizing. Note M-32b's "render_pos/dynAllocate RULED OUT" probe was the front-end gun-barrel path (title.c), not this in-level path — candidate #5 still stands. Distinct from the watch-page "dark/faint weapon model" (D75, D141 note).

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).