Fogging by depth buffer value, as Direct3D 9's documentation suggests for IMVU's projections, looks nothing like the client; fogging by view depth matched it.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Particles (point sprites) are drawn as instanced camera-facing squares sized like Direct3D 9's. Fog is by depth buffer value, as Direct3D 9 does with IMVU's projections. At most one frame is queued for display, frames carry the adapter's timestamp so the renderer process logs the delay to presenting, and the log's lines from several processes no longer mix.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Transforms, matrices, colors, lights, blend modes, fog, texture transforms, vertex arrays and the engine's buffer and texture objects, worked out from IMVU's Direct3D engine. The pass-through logs the first calls' arguments read through them, to check them in the client.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
IMVU's OpenGL renderer needs a real graphics driver; Direct3D also runs on Windows' basic display driver and is what most players use. The log can now be read while the client runs. Verified in rooms: every call goes through.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
t5deRenderEngine.dll implements IMVU Classic's renderer plugin interface by wrapping IMVU's own OpenGL renderer, and logs what each frame calls, to prove our declarations of the interface. Built with CMake presets for 32-bit MSVC; docs/interface.md has the findings.
Co-Authored-By: Claude Opus 5.5 <[email protected]>