diff --git a/src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs b/src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs index 4ee53e1..7958e44 100644 --- a/src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs +++ b/src/AcDream.App/Rendering/IndoorCellStencilPipeline.cs @@ -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);