test(render): Phase U.4 — cover ResolveEntitySlot clip-slot resolution
Code review flagged the gate-critical per-instance slot resolution as untested. Add RED→GREEN cases (live=unclipped slot 0, cell-static→cell slot, non-visible→cull, outdoor-stab→OutsideView/cull, routing-inactive→all slot 0). Note the full-cell-id-space invariant at ResolveEntitySlot; fix a stale RenderInsideOut comment in EnvCellRenderer. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 259 additions and 22 deletions
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@ -764,8 +764,11 @@ public sealed unsafe class EnvCellRenderer : IDisposable
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/// <summary>
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/// Draws all visible EnvCells (and their static objects) for the given pass.
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/// When <paramref name="filter"/> is non-null, only cells whose CellId is in
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/// the set are drawn — used for indoor RenderInsideOut to restrict to camera-
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/// building cells.
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/// the set are drawn. As of Phase U.4 this is the portal-visibility SHELL
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/// filter (the drawable visible cells from the PView traversal; each cell's
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/// shell instances are clip-gated to its CellClip slot by the caller's
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/// binding=3 map). NOTE: this is NOT the old two-pipe RenderInsideOut approach
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/// — that flat camera-inside-building stencil pass was deleted in Phase U.1.
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/// Source: WB EnvCellRenderManager.cs:399-511 (verbatim minus selection highlights).
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/// </summary>
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public void Render(WbRenderPass renderPass, HashSet<uint>? filter)
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