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Sylpheed/docs
Sylpheed RE agent 43d9045bff re: the title's arrived pose is rest, and the washed-out slab is a
MISSING dim quad

Both halves of what the port agent could not settle, answered against the
plate-free capture rather than against another renderer.

Rendering build 4 and edge-correlating to the capture of the real screen
gives 0.9163 at zero shift, 0.92/0.78/0.93 per band. The geometry of rest
is the title's arrived pose, so the timeline is not needed there.

The slab is the more useful half, and it is inverted from how it looked.
rest alone renders uniformly +13.14 too bright, R +12.35, G +13.58,
B +13.48. Drawing the .prm primitives collapses that to +0.55. The
element is pteff02.prm, the 25 percent dim at rest t=46 with fade 0x40,
and --primitives is OFF BY DEFAULT. So the washed-out cyan slab is not
something being drawn that should not be; it is a dim that should be
drawn and is not, and because the title art is blue-dominant the
shortfall reads as a cyan wash. Any consumer of screen render that omits
--primitives on this screen gets it.

Two residuals recorded rather than tidied. With the dim drawn the mean is
essentially exact but per-pixel agreement gets slightly WORSE --
edge-correlation 0.9163 down to 0.9066 and pixels off by more than 20
rising from 108051 to 162636 -- so the dim's average contribution is
right while its application is not exactly the game's. And separately the
per-tile map shows a +25 to +38 hot spot on the upper-right Z swoosh,
which a capture from the first iteration of this work already showed pink
in the game and white in ours. Same region, still undiagnosed.
2026-08-28 21:27:04 +00:00
..