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:
MarcelineVQ
2026-07-27 21:49:44 -07:00
parent 9646155e1c
commit 1d41a029a8
7 changed files with 12 additions and 12 deletions
@@ -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:
+3 -3
View File
@@ -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)