- display lists: literal command replay through the shim state machine
(state leaks + between-list material changes get GL semantics for free);
recorded glDrawArrays EAGERLY snapshots enabled client-memory arrays at
compile time (the renderer frees them right after glEndList) and records
buffer+offset for VBO-backed pointers
- client-array draws: shared AttribSource path packs client-memory arrays
into one scratch-VBO upload and binds user VBOs with original offsets
(GL_BYTE normals / GL_UNSIGNED_BYTE colors normalized per GL1)
- glDrawElements over user VBO/IBO passes indices through untouched
(ELEMENT_ARRAY_BUFFER never touched by the shim)
- state mutators (enable/bindTexture/blendFunc/lineWidth/alphaFunc) shared
between the __wrap interceptors and list replay
Parity: 44/47 under the 0.02 floor (was 20). Verified visually: mini-board
Tier-3 composite (mask translucency + stencil-punched TH holes), stencil
hole subtraction, alpha-tested seg-end discs, COMBINE const-alpha model
transparency, and post-machining reproducing the upstream countersink bug
(walls absent, matching the native golden). Remaining 3: camera-* trio
needing the M4 GLU quadrics (+5 small-geometry false-greens they share).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>