Particles: Direct3D 9's size limit evidently isn't the documented 64 pixels; unclamped (up to 2048) they match the client's renderer. A compare view shows the left half's scene over the right half, both renderers side by side; %TEMP%\t5de-renderer-view.txt switches views and %TEMP%\t5de-renderer-shaders\fixed_function.hlsl replaces the shaders while the client runs. The renderer process runs from a copy, so the program can be replaced meanwhile. The adapter recognizes only the textures and buffers it made (others reach the client renderer unchanged) and logs the others and render targets. Co-Authored-By: Claude Opus 5.5 <[email protected]>
t5de-renderer
A new 3D renderer for the IMVU Classic client. Part of T5DE; unofficial, not affiliated with IMVU.
Two programs (docs/architecture.md): an adapter, t5deRenderEngine.dll, which IMVU Classic loads as a renderer
plugin, and a 64-bit renderer process, t5de-renderer.exe, which draws with
Diligent Engine. For now the client's own Direct3D renderer still
draws the scene, and the renderer process proves the setup by drawing a small box over it. docs/interface.md has
what we know of IMVU's renderer interface.
Building
Needs Visual Studio Build Tools 2026 (the C++ workload) and CMake 3.28 or newer. One preset per program:
cmake --workflow --preset adapter # build/windows-x86/adapter/Release/t5deRenderEngine.dll, and the tests
cmake --workflow --preset renderer # build/windows-x64/renderer/Release/t5de-renderer.exe
The renderer's first configure fetches Diligent Engine (pinned in renderer/CMakeLists.txt) and builds it, which
takes a while.
Trying it
Copy both programs into a T5DE client folder built with the t5de-renderer patch, which has the OpenGL setting load
the adapter in place of glRenderEngine.dll, then choose OpenGL in Settings > Advanced. The adapter's log is
%TEMP%\t5de-renderer.log.