diag(render): Phase U.4c — ACDREAM_PROBE_FLAP per-frame convergence probe
Per-frame (not cell-change-throttled, so it catches the flicker at a stable root): [flap] line from the builder — root cell's per-portal side-test D + traverse/cull + NDC projection, plus OutsideView poly count + visible-cell count; localEye exposes when the eye has crossed an interior portal plane. Paired [flap-cam] line from the draw site — FindCameraCell resolution branch (CameraCellResolution enum, new), eyeInRoot AABB flag (stale-root signal), eye + player worldpos, and the frame's TerrainMode/OutdoorVisible outcome. Disambiguates side-cull vs empty-projection vs stale-root. Inert when off (gated). Throwaway apparatus to converge the flap fix. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -7315,6 +7315,22 @@ public sealed class GameWindow : IDisposable
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clipAssembly.OutsidePlaneCount,
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clipAssembly.PerCellPlaneCounts,
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clipAssembly.ScissorFallbacks);
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// Phase U.4c flap probe (ACDREAM_PROBE_FLAP) — paired with the builder's
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// per-frame [flap] line. res = which FindCameraCell branch chose the root;
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// eyeInRoot = is the EYE actually inside clipRoot's AABB (n ⇒ stale root via
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// cache/grace, the leading flap hypothesis); terrain/outVisible = the frame's
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// outcome (Skip/false ⇒ terrain+shells flapped off this frame).
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
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{
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var flapPlayer = _playerController?.Position ?? camPos;
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bool eyeInRoot = CellVisibility.PointInCell(camPos, clipRoot);
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Console.WriteLine(
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$"[flap-cam] root=0x{clipRoot.CellId:X8} res={_cellVisibility.LastCameraCellResolution} " +
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$"eyeInRoot={(eyeInRoot ? "Y" : "n")} eye=({camPos.X:F2},{camPos.Y:F2},{camPos.Z:F2}) " +
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$"player=({flapPlayer.X:F2},{flapPlayer.Y:F2},{flapPlayer.Z:F2}) " +
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$"terrain={clipAssembly.TerrainMode} outVisible={clipAssembly.OutdoorVisible}");
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}
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}
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else
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{
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