docs(render): Phase A8.F — note why MarkAndPunchNdc omits DepthClamp (NDC z=0)

This commit is contained in:
Erik 2026-05-29 12:20:59 +02:00
parent d12892be90
commit 08f6a0c1ce

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