2V2-e.1: 3D draw-command channel — recording D3D8 device, StateManager, GrpBase, camera
EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw (vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state). The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order (__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End) are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH perspective with every vertex on screen; offline and live pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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@@ -31,7 +31,7 @@ auto CGraphicTexture::GetD3DTexture() const -> LPDIRECT3DTEXTURE8
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return m_lpd3dTexture;
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}
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// PORT: safe_release(m_lpd3dTexture); the only textures this platform creates are memory textures.
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// PORT: safe_release(m_lpd3dTexture); the platform textures are memory textures and file-texture handles.
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auto CGraphicTexture::DestroyDeviceObjects() -> void
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{
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if (m_lpd3dTexture)
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