- CGraphicFontTexture rasterises glyph pages at the swapchain density
(UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage;
metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the
verbatim bilevel path (Godot unchanged).
- native.frag: sharp-bilinear sampling for magnified UI textures.
- Multisampled colour/depth with a resolve into the swapchain (MT_MSAA,
default 4); stats line reports msaa=N.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Texture coordinates: TEXCOORDINDEX generation (camera-space normal /
position / reflection vector, LOCALVIEWER) and D3DTS_TEXTUREn under
TEXTURETRANSFORMFLAGS (incl. PROJECTED) now run in native.vert; the
RecordingDevice CPU uv baking and the sphere-map / multiplicative-shadow
shader hacks are removed. Godot consumer uses Render3DStageTexcoords.
- Lighting: 8 D3D lights in camera space, 1/(a0+a1d+a2d^2) without clamp,
spot cone theta/2 phi/2 with falloff, diffuse/ambient/emissive material
sources, NORMALIZENORMALS, inverse-transpose normal matrix.
- Alpha test compares 8-bit alpha against ALPHAREF with ALPHAFUNC.
- Back-buffer Clear() is recorded in draw order and executed with
vkCmdClearAttachments; render pass clears to 0xff000000.
- D3DVIEWPORT8 (incl. MinZ/MaxZ) is dynamic per-draw state.
- Missing vertex diffuse is opaque white; alpha blend mirrors SRC/DESTBLEND.
- CScreen::ms_clearDepth / ms_diffuseColor initialised to 40250's
1.0f / 0xffffffff (were zero; exposed once clears were executed).
- Capture format v8; --screenshot-out FILE.bmp swapchain readback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>