fix #131+#132: landscape translucents drawn AFTER the #124 look-ins (FlushAlphaList deferral)
The user's screenshot pair re-attributed both reports to ONE mechanism -
a compositing gap in the #124 look-in sub-pass:
- #131: the portal swirl (a TRANSLUCENT MESH, not only particles) stood
exactly in front of the hall's doorway. The slice drew it BEFORE the
look-in sub-pass; translucents write no depth, so the hall's interior
- drawn into its far-Z-punched aperture - overpainted the swirl.
Outdoors the look-ins are the post-stage merge path, so the swirl
survives ("stepping out it pops into existence").
- #132: the candle/lantern flame is an attached emitter in the slice's
Scene-particle pass - same pre-look-in placement, same erasure
whenever "the opening through a house" sat behind it; against a wall
nothing overdraws it. Background-dependence explained exactly.
Retail cannot exhibit this class: every alpha draw of the landscape
stage is collected and flushed ONCE after LScape::draw
(D3DPolyRender::FlushAlphaList, PView::DrawCells pc:432722) - i.e.
after all building look-ins.
Port (the two-phase split): DrawLandscapeThroughOutsideView now runs
EARLY per slice (sky, terrain, outdoor STATIC meshes - the look-in
punches need their depth to mark against, the #117 lesson), then the
#124 look-ins, then LATE per slice (outside-stage dynamics' meshes +
ALL attached scene particles + weather + SkyPostScene), then the #131
unattached pass. New RetailPViewLandscapeLateSliceContext carries the
dynamics survivors + the particle-owner set (statics + dynamics cone
survivors). GameWindow's slice handler split accordingly. Outdoor
roots: no look-ins live in the stage, so the net order is unchanged
(zero behavior change outdoors).
Register: AP-34 added - the two-phase split vs retail's single
deferred flush, with the residuals recorded (outdoor-root slice
particles still draw before merged building interiors - the unreported
outdoor sibling; building exteriors' own translucent batches draw
early).
The earlier #131 unattached-emitter pass (1d3f9a8) remains - it fixes
an independent hole (that class had NO indoor pass at all) - and now
runs at the end of the late phase.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: swirl through the doorway, candle flame with
the opening behind it, far-building interiors (#124).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -92,7 +92,7 @@ accepted-divergence entries (#96, #49, #50).
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## 3. Documented approximation (AP) — 33 rows
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## 3. Documented approximation (AP) — 34 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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@ -129,6 +129,7 @@ accepted-divergence entries (#96, #49, #50).
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| AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree — WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter |
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| AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) |
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| AP-33 | Interior-root look-in statics (**#124** sub-pass) draw WHOLE — no per-part viewcone check; retail viewconeCheck's each part vs the installed view. Look-in DYNAMICS are not drawn at all (deferred; retail draws objects per overlapped cell in the landscape stage) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | Statics: a few wasted draws only. Dynamics: an NPC inside a far building seen through two openings is invisible where retail shows it | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 |
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| AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins), not retail's single deferred alpha flush. Residual: under OUTDOOR roots slice particles still draw before merged building interiors (the unreported outdoor sibling of **#131**/**#132**); building exteriors' own translucent batches draw early | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the interior-root cases the user can see (#131 portal swirl, #132 candle flame) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) |
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