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