docs(render): REOPEN the render half — full retail-faithful redesign dossier (handoff + huge plan + 3 research docs)

The Phase W indoor seal did NOT land. The 2026-06-02 visual gate proved the interior render is fundamentally broken (#78: transparent walls, outdoor terrain + scenery entities bleeding in, grey floors, no outside-looking-in). Stage 4 (sky-through-door clip) was real but a top layer on a base that never sealed.

DECISIVE EVIDENCE (committed in the handoff): the PVS computes correctly AND the cell shells render correctly (opaque, textured, complete — the [shell] probe shows zero NOSNAP / zero missing-texture). The failure is the SEAL + three inconsistent gates — concretely the WbDrawDispatcher.cs:1756 ParentCellId==null -> return true bypass draws outdoor scenery indoors, and the indoor path draws the outdoor world then gates it instead of running ONLY DrawInside. Retail, when inside, runs ONE PView flood: visibility IS the cull; the landscape enters only through clipped exit portals + a conditional depth-only clear.

Dossier (per the user's mandate: NO shortcuts/bandaids, port from retail, redesign the whole pipeline if needed, brainstorm first):
- Master handoff (root cause + retail target + reusable-vs-redesign + apparatus + do-not-repeat + copy-paste pickup prompt).
- Huge staged redesign plan R0(brainstorm)->R1(one visibility authority, kill the bleed)->R2(indoor=DrawInside-only)->R3(the seal, DrawCells port)->R4(per-cell object/particle clip)->R5(outside-looking-in)->R6(dungeons)->R7(polish/conformance). Each ends at a user visual gate.
- 3 research docs: full retail render pipeline reference (705 lines, decomp-verified), acdream pipeline inventory + failure map, reference cross-check (WB two-pipe is the wrong model).

#78 promoted to the redesign. The 5 remaining Core test failures are pre-existing physics/collision bugs, none render-related.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-02 18:28:01 +02:00
parent b595cfbb9f
commit 21bf97ed35
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@ -309,9 +309,16 @@ the indoor-lighting plumbing.
## #78 — Outdoor geometry (stabs + terrain mesh) visible inside EnvCells
**Status:** OPEN — **next-session investigation target (2026-05-25)**
**Status:** OPEN — **PROMOTED 2026-06-02 to the full render-pipeline redesign** (this IS the
core interior-seal bug; root cause now PROVEN). See
[docs/research/2026-06-02-render-pipeline-redesign-handoff.md](research/2026-06-02-render-pipeline-redesign-handoff.md)
+ [the redesign plan](superpowers/plans/2026-06-02-render-pipeline-redesign-plan.md). Decisive evidence
(2026-06-02 [shell]/[vis] probes): the PVS + cell shells render correctly; the failure is the SEAL +
three inconsistent gates — concretely the `WbDrawDispatcher.cs:1756` `ParentCellId==null → return true`
bypass draws outdoor scenery indoors, and the indoor render draws the outdoor world then gates it
instead of running ONLY `DrawInside` (retail: visibility IS the cull). Fix = redesign Phase R1→R3.
**Severity:** HIGH (immediate visual jank; broadened scope per 2026-05-25 PM finding)
**Filed:** 2026-05-19 (broadened 2026-05-25)
**Filed:** 2026-05-19 (broadened 2026-05-25; promoted to redesign 2026-06-02)
**Component:** rendering, visibility
**Description:** Standing inside Holtburg Inn looking at the floor or