research(vm2): retail runs SINGLE-PASS detail texturing - the #226 port targets the fallback
Live cdb read on the PDB-paired retail client (owner's AMD GPU): m_caps.bCanDoSinglePassDetailing = 1, trysinglepass = 1, MaxSimultaneousTextures = 8, bTexOpDotProduct3 = 1, LandscapeDetailTextures = 0, EnvironmentDetailTextures = 1, landscape/object detail surfaces null, building/environment non-null, tiling 4 everywhere. So retail's detail combine on modern hardware is the texture-stage path in D3DPolyRender::SetSurface (stage0 alpha PREMODULATE, stage1 colour BLENDCURRENTALPHA): lerp(base*diffuse, detail.rgb, detail.a*diffuse.a) - a mild DARKENING (~-10% mid-tones with 0x06006D58), not the DSTCOLOR+INVSRCALPHA brightening that Campaign AR ported and that the 2026-08-21 findings doc + AR review both analysed. Those described the fallback for adapters without D3DTEXOPCAPS_PREMODULATE; the reviewer's guess that consumer drivers rarely advertised it was wrong. VM1 now carries the re-port (SRCALPHA+INVSRCALPHA, detail.rgb / detail.a*diffuseAlpha, neutral at a==0) together with the fade removal. No distance fade exists on either path. Scripts are read-only attaches with no breakpoints. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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tools/cdb/vm2-trysinglepass.cdb
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.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\peaceful-blackburn-5333f0\artifacts\vm2\vm2-trysinglepass.log
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.sympath C:\Users\erikn\source\repos\acdream\refs
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.reload /f acclient.exe
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.echo === trysinglepass candidates (decomp: 00820e40 / 00835c04 / 00835c10, all init 1) ===
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dd 00820e40 L1
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dd 00835c04 L1
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dd 00835c10 L1
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.echo === RenderPrefs ===
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dt acclient!Render::m_RenderPrefs
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.logclose
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qd
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