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refactor(ww3d2): Route transforms via Renderer - #3419
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No actionable comments were generated in the recent review. WalkthroughThis change adds device, display, format, and transform operations to the renderer API and DX8 backend. WW3D, game rendering code, and WorldBuilder use the renderer for selected queries and transforms previously routed through DX8Wrapper. ChangesRenderer backend migration
Estimated code review effort: 3 (Moderate) | ~25 minutes Change: Refactor Suggested reviewers: Merge Risk:
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[Medium impact] The PR appears safe to merge; no actionable new issues were found.
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Update not pushed. |
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Sorry, I replied before pushing. |
xezon
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Looking good. Needs replication to Generals.
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Done |
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Set_TransformandGet_Transformtake aD3DTRANSFORMSTATETYPE, so every caller names a D3D enum.Now
RendererhasSet_Transform,Get_Transform,Set_World_Identity,Set_View_IdentityandSet_Projection_Transform_With_Z_Bias, with aRenderBackendTransformenum for world, view and projection.DX8Backend.cppmaps it to the D3D value and asserts on an unknown one. The texture matrix calls inmapper.cppandmatrixmapper.cppstay onDX8Wrapper, because they come together with texture stage state that is not routed.camera.cppno longer usesDX8Wrapperand drops its include.Todo: