code wiki / _hdl_build / nx_gsplat_gate.nx
nx_gsplat_gate.nx
buildroot/runtime/_hdl_build/nx_gsplat_gate.nx
about
nx_gsplat_gate.nx -- prove the sovereign 3D Gaussian Splatting renderer (the frontier rep). Integer, no float,
no trained weights.
T1 SPLAT FALLOFF: one Gaussian renders a soft blob -- centre bright, fading radially to background (the Gaussian)
T2 ALPHA COMPOSITE: two overlapping semi-transparent Gaussians BLEND (the overlap colour is a mix of both)
T3 ★DEPTH SORT (the load-bearing correctness): a near opaque Gaussian OCCLUDES a far one; SWAP their depths ->
the result flips (near colour wins) -- proves front-to-back sorting + compositing is real
T4 a Gaussian POINT CLOUD (sphere) renders a coherent soft ball + determinism + PNG knowledge/nx_gsplat.png
license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_itrig.nxnx_png.nxnx_gsplat.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 14 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 15 | func pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 16 | func lum(px: i64) -> i64 { return (px & 255) + ((px >> 8) & 255) + ((px >> 16) & 255) } called by 1: main |
| 18 | func main() -> i64 |