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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 always false; indexes per-texunit arrays with the vertex index → OOB if reached). RESOLVED (M-30, RC3/D167). The in-vertex-loop wrap block was reworked and hoisted to a per-texunit pre-wrap window (gfx_pc.cpp ~1574, now cms-correct and indexed by texunit not vertex), behind the Video.WrapFix knob (default OFF). No longer dead code or OOB. See §F “RC3 · D167”.
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 The “overlaps D114 shared mirror” note is withdrawn.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. Broader (M-49 full playthrough): cutscenes are buggy in many places across the game, not just the Dam ending — the user reports frequent cutscene glitches (skipped, wrong camera, misplaced/hovering actors, timing). Treat D148/D160 as the tracking entry for the whole cutscene-reliability problem, not just Dam. 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. The widespread nature (M-49) points at a systemic cause: the propDef/sizepropdef stride desync (D122/D132 family) that misreads CutsceneRecord lookups, and/or D75 anim-model + D173 actor-position bugs showing up wherever a cutscene puts a character on screen, and/or the D155/D156/D193 timing family driving cutscene camera/anim pacing. M-31 (§F D160): static-traced the Dam end ailists (ai_24ai_17, camera_switchCutsceneRecord 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 behavior 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. M-49 full playthrough: escalated — Cradle (-level_51) is “bugged out completely” from Trevelyan’s behavior; the final level’s scripted progression breaks. Now folded into / superseded by §F D193 (NPC AI locomotion too slow). 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 color). Likely a texture-format or env-color 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: M-36 partial (findings.md “D176(a)”). Env data is correct (Sky.Clouds=1, CloudRGB=240,120,30, SkyImageId=0); skyRender runs the cloud path and classifies corners correctly (switch case 12), but skyRenderTri/skyRenderFull emit nothing — not even the env->RGB fill shows. Not root-caused: next is probing sub_GAME_7F097388 projected coords, verifying skywaterimages[0] resolves on PC (image_bank.c GIMG offset 0xFB4), and a fast3d sky-tri trace. GE_D176=1 probe shipped. M-37: ROOT-CAUSEDskyRenderTri/skyRenderFull build geometry exclusively as G_RDPHALF_* immediates, which gfx_pc.cpp deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). M-42: -level_22 (Statue) confirmed a clean headless repro — bare boot, frame ~360, upper half pure black; use it to verify the decoder. -level_36/-43 intro cams face down (not a sky test without GE_INPUTSCRIPT). (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 color, 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 color”). 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. Confirmed still present across the full 21-level playthrough (M-49). 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” behavior). (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).
D197 Character face/head textures wrap wrong — the face texture repeats around the side of the head “and continues weird” instead of clamping to the front. Seen on Silo (M-49 playtest), intermittent (“sometimes”). Reads as G_TX_CLAMP not honoured for the character-skin tile in fast3d (→ GL_REPEAT, so the face UV region tiles around the skull), or wrong shifts/shiftt / LOD-tile selection on the head texture, or the D167 non-PoT wrap-period issue (head textures are often non-PoT) hitting skinned models. Observed, not investigated (M-49, user bug report — needs a capture + which chr/level). Distinct from D176(b)/D182(2) (those are bg wall pitch shear). Related: RC3/D167 (Video.WrapFix, non-PoT wrap period) + the texWriteTileLods shifts=shiftt=lod note in findings §F “D176(b) → 4. candidate 2”. First checks: does gfx_pc.cpp map N64 cms/cmt G_TX_CLAMPGL_CLAMP_TO_EDGE for character DLs; is the head tile getting the base tile vs an LOD tile (D107); try Video.WrapFix=1 on a repro.
D195 Transparency / alpha-blended surfaces render wrong — reported on Control (Severnaya bunker basement — Natalya’s console room; heavy on glass partitions and the translucent projected/holographic wall displays). Exact failure mode not yet pinned by the reporter (M-49 playtest): candidates are alpha-blended geometry drawing fully opaque, translucent panels drawing invisible, or draw-order/sort so translucent surfaces occlude what’s behind. Observed, not investigated (M-49, user bug report — needs a GE_PCDUMP capture + which surfaces). fast3d render-mode / combiner path. Same neighborhood as D161 (CI8 tile + G_TT_NONE → garbage), D172 (particle-sprite channel order), D176(b) (texture pitch shear) — but this is a blend/alpha defect, not a texture-decode one. Note D128 already touched Control’s specialportalarray (portal struct stride) — check whether the affected surfaces are portal-adjacent. First checks: does gfx_pc.cpp honour G_RM_* XLU render modes + G_AC_THRESHOLD/G_CC alpha for these DLs; is gDPSetRenderMode w1 being parsed (cf. findings §F “zbuf-clear w1 scribble”); is Z-write-vs-blend ordering right for XLU surfaces. Get the reporter to say: opaque-where-should-be-clear, invisible, or wrong edges?
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)