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mtgodot-poc/audit/port-map/GameLib/MapOutdoorCharacterShadow.cpp.json
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2026-09-27 19:44:41 -07:00

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{
"reference": "GameLib/MapOutdoorCharacterShadow.cpp",
"reference_sha256": "9d8b6f7d0271d13cc7d6209e34ccac1f6ca52b22606ede69348ee2b2a6dd35c6",
"priority": "P4",
"contracts": [],
"functions": {
"CMapOutdoor::SetShadowTextureSize": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::SetShadowTextureSize"
],
"note": "40250 shadow texture lifecycle in the platform file; Begin/End now run the light-view offscreen pass through the RecordingDevice CPU R5G6B5 target.",
"test": "extension/tests/port_login_flow_test.cpp"
},
"CMapOutdoor::CreateCharacterShadowTexture": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::CreateCharacterShadowTexture"
],
"note": "40250 shadow texture creation retained; the RecordingDevice now rasterizes its R5G6B5 render target and exposes the result as a memory texture.",
"test": "extension/tests/port_login_flow_test.cpp"
},
"CMapOutdoor::ReleaseCharacterShadowTexture": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::ReleaseCharacterShadowTexture"
],
"note": "40250 shadow texture release retained for the native offscreen pass.",
"test": "extension/tests/port_login_flow_test.cpp"
},
"CMapOutdoor::BeginRenderCharacterShadowToTexture": {
"status": "NEEDS_LIVE",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::BeginRenderCharacterShadowToTexture"
],
"note": "Restores 40250 light view, target, viewport and render states; the small R5G6B5 target is rasterized on CPU. Native fake-server capture contains nonwhite shadow pixels; matched Windows screenshot parity remains open."
},
"CMapOutdoor::EndRenderCharacterShadowToTexture": {
"status": "NEEDS_LIVE",
"impl": [
"extension/src/platform/GameLib/MapOutdoorCharacterShadow.cpp:CMapOutdoor::EndRenderCharacterShadowToTexture"
],
"note": "Restores the 40250 viewport, render target, light state and transforms after the shadow pass; matched Windows screenshot parity remains open."
}
}
}