docs(render): Phase A8.F — note why MarkAndPunchNdc omits DepthClamp (NDC z=0)
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@ -308,6 +308,9 @@ public sealed unsafe class IndoorCellStencilPipeline : IDisposable
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_gl.Clear(ClearBufferMask.StencilBufferBit);
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// Step 1: mark bit 1.
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// No DepthClamp here (unlike MarkAndPunch): MarkAndPunch draws world-space portal
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// polygons that can fall outside [near,far]; these verts are already NDC with z=0,
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// always within the depth range, so there is nothing to clamp.
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_gl.ColorMask(false, false, false, false);
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_gl.DepthMask(false);
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_gl.DepthFunc(DepthFunction.Always);
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