Scrub local machine paths from docs
Replace absolute /home/august/... references with neutral placeholders and drop TODO.md links to plan files that only exist locally.
This commit is contained in:
@@ -142,7 +142,7 @@ If failed:
|
||||
Use headless scripts via:
|
||||
|
||||
```bash
|
||||
/home/august/.claude/skills/ghidra-cli-wow-re/scripts/run-analysis.sh /tmp/analysis.py
|
||||
<ghidra-scripts>/run-analysis.sh /tmp/analysis.py
|
||||
```
|
||||
|
||||
Focus scripts on:
|
||||
|
||||
@@ -19,7 +19,7 @@ Achieve pixel-perfect, distance-independent outline thickness using pixel/fragme
|
||||
|
||||
## Current Implementation Analysis
|
||||
|
||||
### System Architecture (from `/media/storage/home/august/projects/idris/dlls/c_src/d3d9_hook.cpp`)
|
||||
### System Architecture (from `idris-dlls/c_src/d3d9_hook.cpp`)
|
||||
|
||||
**Rendering Pipeline**:
|
||||
1. Hook `DrawIndexedPrimitive` (vtable index 82) to identify corpse/target/raid-marked models
|
||||
@@ -406,7 +406,7 @@ Combine approaches 3 and 4 for optimal results:
|
||||
|
||||
#### Step 1: Screen-Space Outline Vertex Shader
|
||||
|
||||
**File**: `/media/storage/home/august/projects/idris/dlls/c_src/d3d9_hook.cpp` (lines 835-882)
|
||||
**File**: `idris-dlls/c_src/d3d9_hook.cpp` (lines 835-882)
|
||||
|
||||
**Replace shader code** in `CreateOutlineShader()`:
|
||||
|
||||
@@ -692,7 +692,7 @@ float4 PS_DepthOutline(float2 uv : TEXCOORD0) : COLOR0
|
||||
### Phase 1: Screen-Space Vertex Shader (Immediate)
|
||||
|
||||
**Effort**: 2-4 hours
|
||||
**Files Modified**: `/media/storage/home/august/projects/idris/dlls/c_src/d3d9_hook.cpp`
|
||||
**Files Modified**: `idris-dlls/c_src/d3d9_hook.cpp`
|
||||
**Changes**:
|
||||
1. Update shader source to vs_3_0
|
||||
2. Add screen-space offset calculation (lines 835-882)
|
||||
|
||||
Reference in New Issue
Block a user