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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#pragma once
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// The platform's IDirect3DDevice8: CGraphicDevice::Create hands it to CStateManager, which keeps
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// 40250's state caching; the device remembers the state it is given and turns every draw call into a
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// Render3DDraw (RenderCommands3D.h) for the Godot renderer.
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#include "EterLib/StdAfx.h"
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IDirect3DDevice8* MtCreateRecordingDevice(int width, int height);
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