diff --git a/docs/ISSUES.md b/docs/ISSUES.md
index 5656be52..4868d529 100644
--- a/docs/ISSUES.md
+++ b/docs/ISSUES.md
@@ -4514,45 +4514,50 @@ cap constant (0.5 m) is the tuning knob — see AD-18.
## #130 — Background-color strip along the TOP outer edge of a doorway when looking out from inside
-**Status:** FIX SHIPPED — awaiting user visual gate
+**Status:** FIX 2 SHIPPED — awaiting user visual re-gate
**Severity:** LOW-MEDIUM (small strip, but on the most-stared-at pixels in the game)
**Filed:** 2026-06-12 (user report, post-#119-close session)
-**Component:** render — doorway-slice scissor box math (AD-17 family)
+**Component:** render — drawn-shell lift vs draw-space portal consumers (AP-32)
**Symptom (user):** standing inside looking out through a doorway, a
thin strip of background (clear/world) color runs along the OUTER edge
-of the TOP of the doorway opening.
+of the TOP of the doorway opening. Survived the scissor fix (`6c4b6d6`)
+— user screenshot 2026-06-12 evening, "very subtle".
-**Root cause (pinned headlessly 2026-06-12, `Issue130DoorwayStripTests`
-— 147 eye/gaze combos at the real A9B4 0x0170 exit door):** the
-`BeginDoorwayScissor` NDC→pixel conversion (`Floor(origin) +
-Ceiling(size)`) put the box's far edge at `floor(min)+ceil(max−min)` —
-up to ONE PIXEL SHORT of the true top/right edge at unlucky fractional
-alignments. The scissor brackets the ENTIRE landscape slice (sky,
-terrain, statics, weather), the seal stamps the full aperture at true
-depth, and the shell ends at the aperture edge — so the cut pixel row
-never receives color: a background strip along the top edge that comes
-and goes as the eye moves (alignment shifts). Captured live by the
-harness: top edge y=0.7938 at 1080p → row 968 cut; right edge column
-1296 cut at 1920. This violated AD-17's own doctrine (over-inclusion
-safe, under-inclusion is the bug class).
+**Root cause (the REAL strip, pinned by
+`Issue130DoorwayStripTests.UnliftedGate_LeavesTheStripAtTheDrawnTopEdge`):
+the +0.02 m shell render lift.** Cell shells DRAW 2 cm above the dat
+origin (z-fight vs terrain, AP-32); since `f35cb8b` (the #119-residual
+fix) the visibility graph deliberately uses the PHYSICS (unlifted)
+transform — but the OutsideView color gate and the seal fans, which are
+DRAW-space consumers, kept the unlifted polygons. The drawn lintel
+therefore sits one lift-projection ABOVE the gate's top edge —
+**6.7 px at a 2.4 m doorway** (measured) — and that band gets no
+terrain/sky color while the seal also stamps 2 cm low. Regression from
+`f35cb8b` (2026-06-11), NOT from the W=0 clip port. Vertical edges are
+immune (the lift slides them along themselves) — top edge only, exactly
+as reported.
-**Lead 1 REFUTED:** the W=0 clip port `987313a` is exonerated by the
-same harness — the CPU polygon pipeline (ProjectToClip → ClipToRegion
-merges → ClipPlaneSet planes) is sub-pixel exact against the raw
-aperture projection (worst 0.54 px; 0.00 px in the aligned case). For
-an all-in-front doorway polygon the port is bit-identical to the old
-path by construction (the W clip pass only runs when a vertex has
-w < 0).
+**Fix 2:** draw-space consumers re-apply the lift —
+`PortalVisibilityBuilder.Build(drawLiftZ:)` projects the exit-portal
+OutsideView region with the lifted transform (flood admission, side
+tests, CellViews stay physics-space per f35cb8b), and the seal/punch
+fans lift their world verts. One shared constant
+`PortalVisibilityBuilder.ShellDrawLiftZ` now feeds the shell
+registration, the gate, and the fans. AP-32 register row added (the
+lift had no row). Pins: the lifted gate covers the drawn aperture to
+0.00 px across the 147-combo sweep; the unlifted gate shows the 6.7 px
+strip (sensitivity).
-**Fix:** conservative outer bound `floor(min)/ceil(max)` extracted to
-`NdcScissorRect.ToPixels` (GL-free, unit-tested); `BeginDoorwayScissor`
-delegates. Pins: `NdcScissorRectTests` (containment property + both
-captured alignments) + `Issue130DoorwayStripTests` (scissor never cuts
-plane-admitted fragments; CPU-pipeline exactness canary ≤1.2 px).
+**Fix 1 (also real, sub-pixel): `6c4b6d6`** — the doorway-slice scissor
+`Floor(origin)+Ceiling(size)` cut up to 1 px off the top/right edges;
+now a conservative outer bound (`NdcScissorRect`, AD-17 doctrine).
+The W=0 clip port `987313a` is exonerated (CPU pipeline sub-pixel exact
+in like-for-like space).
-**Gate:** stand inside any cottage, look out the door, sweep the gaze —
-no background strip at the top edge at any alignment.
+**Gate:** stand inside, look out the door with the lintel on screen,
+sweep the gaze — no background strip at the top edge at any alignment
+or distance.
---
diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index 64cdf3fe..631ccc7e 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -92,7 +92,7 @@ accepted-divergence entries (#96, #49, #50).
---
-## 3. Documented approximation (AP) — 31 rows
+## 3. Documented approximation (AP) — 32 rows
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@@ -127,6 +127,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-29 | Target-indicator fallback for entities with no baked selection sphere: invented 1.5 m × scale box + 16/12 px screen floors (primary path is a faithful `GetObjectBoundingBox` port) | `src/AcDream.App/UI/TargetIndicatorPanel.cs:86` | Fallback only fires when the Setup didn't bake a selection sphere — rare in practice | Sphere-less entities get a non-retail indicator size/placement; the pixel floors prevent retail's far-distance collapse | `SmartBox::GetObjectBoundingBox` 0x00452e20; `GetSelectionSphere` |
| AP-30 | AutonomousPosition diff cadence compares with epsilons (1 mm pos, 1e-4 normal, 1 mm dist); retail's `Frame::is_equal` is an exact float compare | `src/AcDream.App/Input/PlayerMovementController.cs:1541` | Sub-millimeter epsilon is well below any movement worth suppressing; comparisons are against last-SENT state so drift accumulates past the epsilon | Sub-epsilon drift suppresses an AP send retail would have made — negligible today; a consumer expecting retail's exact send-on-any-change cadence sees fewer packets | `Frame::is_equal` pc:700263 |
| 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 |
+| 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) |
---
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index d09cf23d..f352c009 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -5599,9 +5599,13 @@ public sealed class GameWindow : IDisposable
_pendingCellMeshes[envCellId] = cellSubMeshes;
// Keep the small render lift out of physics; retail BSP
- // contact planes use the EnvCell origin verbatim.
+ // contact planes use the EnvCell origin verbatim. The lift
+ // constant is shared with every draw-space consumer of
+ // portal polygons (OutsideView gate, seal/punch fans) —
+ // see PortalVisibilityBuilder.ShellDrawLiftZ (#130).
var physicsCellOrigin = envCell.Position.Origin + lbOffset;
- var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3(0f, 0f, 0.02f);
+ var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3(
+ 0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ);
var cellTransform =
System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) *
System.Numerics.Matrix4x4.CreateTranslation(cellOrigin);
@@ -9699,9 +9703,16 @@ public sealed class GameWindow : IDisposable
if (localVerts.Length < 3)
continue;
+ // cell.WorldTransform is the PHYSICS (unlifted) transform (f35cb8b);
+ // the shell that rasterizes this aperture draws +ShellDrawLiftZ
+ // higher. The seal/punch is a DRAW — stamp depth in the same lifted
+ // space or the stamp sits 2 cm below the drawn hole (#130 family).
int n = System.Math.Min(localVerts.Length, world.Length);
for (int v = 0; v < n; v++)
+ {
world[v] = System.Numerics.Vector3.Transform(localVerts[v], cell.WorldTransform);
+ world[v].Z += AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ;
+ }
_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ);
}
diff --git a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs
index ba1cb700..6f26d7d5 100644
--- a/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs
+++ b/src/AcDream.App/Rendering/PortalVisibilityBuilder.cs
@@ -97,16 +97,31 @@ public static class PortalVisibilityBuilder
Console.WriteLine($"[pv-ERROR] chain tail(24):{tail}");
}
+ /// The +Z world lift applied to DRAWN cell shells (z-fighting vs
+ /// terrain; applied in GameWindow's cell registration). The visibility
+ /// graph stays in PHYSICS (unlifted) space — feeding the lift into portal
+ /// planes broke horizontal-portal side tests (#119-residual, f35cb8b).
+ /// Draw-space consumers of portal polygons (the OutsideView color gate
+ /// here, the seal/punch depth fans in GameWindow) must apply this lift so
+ /// they meet the drawn shell's aperture edge — the unlifted gate left a
+ /// 2 cm background strip under the drawn lintel (#130).
+ public const float ShellDrawLiftZ = 0.02f;
+
/// Resolve a full cell id to its LoadedCell, or null if not loaded.
/// Optional: true if a cell id is in the camera building's cell
/// set. When provided, a neighbour OUTSIDE the set routes to CrossBuildingViews instead of
/// continuing the in-building BFS. Pass null to treat all reachable cells as in-building.
+ /// World +Z applied ONLY to the exit-portal projection feeding
+ /// (a draw-space region; see
+ /// ). Flood admission, side tests, and CellViews are unaffected.
+ /// Production passes ; tests replaying visibility semantics pass 0.
public static PortalVisibilityFrame Build(
LoadedCell cameraCell,
Vector3 cameraPos,
Func lookup,
Matrix4x4 viewProj,
- Func? buildingMembership = null)
+ Func? buildingMembership = null,
+ float drawLiftZ = 0f)
{
var frame = new PortalVisibilityFrame();
if (cameraCell == null) return frame;
@@ -318,8 +333,22 @@ public static class PortalVisibilityBuilder
Console.WriteLine($"[pv-dump] clipped({cp.Vertices.Length})=[{string.Join(" ", System.Array.ConvertAll((Vector2[])cp.Vertices, v => $"({v.X:F3},{v.Y:F3})"))}]");
}
// Exit portal -> outdoors visible through this (clipped) opening.
- AddRegion(frame.OutsideView, clippedRegion);
- trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={clippedRegion.Count} clipVerts={clipVerts}");
+ // OutsideView gates DRAWN color (terrain/sky/scissor), and the
+ // shell that rasterizes this aperture draws +drawLiftZ above
+ // the physics transform — project the region in the SAME
+ // lifted space or terrain stops a lift-height short of the
+ // drawn lintel (#130 strip). Flood semantics keep the
+ // unlifted clippedRegion path above.
+ var outsideRegion = drawLiftZ == 0f
+ ? clippedRegion
+ : ClipPortalAgainstView(
+ poly,
+ cell.WorldTransform * Matrix4x4.CreateTranslation(0f, 0f, drawLiftZ),
+ viewProj,
+ activeViewPolygons,
+ out _);
+ AddRegion(frame.OutsideView, outsideRegion);
+ trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={outsideRegion.Count} clipVerts={clipVerts}");
continue;
}
diff --git a/src/AcDream.App/Rendering/RetailPViewRenderer.cs b/src/AcDream.App/Rendering/RetailPViewRenderer.cs
index f42941be..29996bf1 100644
--- a/src/AcDream.App/Rendering/RetailPViewRenderer.cs
+++ b/src/AcDream.App/Rendering/RetailPViewRenderer.cs
@@ -54,7 +54,9 @@ public sealed class RetailPViewRenderer
ctx.RootCell,
ctx.ViewerEyePos,
ctx.CellLookup,
- ctx.ViewProjection);
+ ctx.ViewProjection,
+ buildingMembership: null,
+ drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
// R-A2: outdoor root — flood each nearby building SEPARATELY from its own entrance and merge
// the small (~2-cell) per-building views into the frame. Retail reaches building interiors via
diff --git a/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs b/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs
index 966a4e8d..2f779822 100644
--- a/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs
+++ b/tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs
@@ -77,9 +77,16 @@ public class Issue130DoorwayStripTests
Assert.True(exitIdx >= 0, "0x0170 has no exit portal polygon");
var localPoly = root.PortalPolygons[exitIdx];
+ // DRAWN space: the shell that rasterizes the aperture (and the seal fan)
+ // draws +ShellDrawLiftZ above the physics transform — the gate must be
+ // compared against the drawn hole, not the physics polygon (#130: the
+ // unlifted gate left a 2 cm background strip under the drawn lintel).
var worldPoly = new Vector3[localPoly.Length];
for (int i = 0; i < localPoly.Length; i++)
+ {
worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
+ worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
+ }
Vector3 centroid = Vector3.Zero;
foreach (var w in worldPoly) centroid += w;
@@ -137,7 +144,8 @@ public class Issue130DoorwayStripTests
for (int i = 0; i < clip.Length; i++)
aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
- var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj);
+ var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj,
+ buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
if (asm.OutsideViewSlices.Length == 0)
{
@@ -194,6 +202,103 @@ public class Issue130DoorwayStripTests
$"plane gate under-covers the aperture top edge by {worstPlaneGapPx:F2}px @ {worstDesc}"));
}
+ /// Sensitivity proof + regression documentation: a gate built in
+ /// PHYSICS space (drawLiftZ 0) against the DRAWN (lifted) aperture shows a
+ /// multi-pixel strip at a close doorway — the user-visible #130 strip
+ /// (f35cb8b split the lift out of the visibility transform; the OutsideView
+ /// kept gating drawn color in unlifted space). If this stops failing-by-gap,
+ /// the lift is gone and the production drawLiftZ plumbing can go too.
+ [Fact]
+ public void UnliftedGate_LeavesTheStripAtTheDrawnTopEdge()
+ {
+ var datDir = CornerFloodReplayTests.ResolveDatDir();
+ if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
+
+ using var dats = new DatCollection(datDir, DatAccessType.Read);
+ var cells = CornerFloodReplayTests.LoadBuilding(dats);
+ var root = cells[ExitCellId];
+ LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
+
+ int exitIdx = -1;
+ for (int i = 0; i < root.Portals.Count; i++)
+ {
+ if (root.Portals[i].OtherCellId == 0xFFFF && i < root.PortalPolygons.Count
+ && root.PortalPolygons[i].Length >= 3)
+ { exitIdx = i; break; }
+ }
+ Assert.True(exitIdx >= 0);
+
+ var localPoly = root.PortalPolygons[exitIdx];
+ var worldPoly = new Vector3[localPoly.Length];
+ Vector3 centroid = Vector3.Zero;
+ for (int i = 0; i < localPoly.Length; i++)
+ {
+ worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
+ worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ; // drawn space
+ centroid += worldPoly[i];
+ }
+ centroid /= worldPoly.Length;
+
+ var plane = root.ClipPlanes[exitIdx];
+ var worldNormal = Vector3.TransformNormal(plane.Normal, root.WorldTransform);
+ var cellCenterWorld = Vector3.Transform(
+ (root.LocalBoundsMin + root.LocalBoundsMax) * 0.5f, root.WorldTransform);
+ if (Vector3.Dot(worldNormal, cellCenterWorld - centroid) < 0)
+ worldNormal = -worldNormal;
+ worldNormal = Vector3.Normalize(worldNormal);
+
+ // d=2.4 m, eye low (0.9 m above the opening's base), gaze at the
+ // centroid — the main sweep's clean case, where the aperture top edge
+ // projects ON SCREEN (y≈0.79; a closer/higher eye pushes the lintel
+ // past the screen top and the seam becomes unmeasurable).
+ var eye = centroid + worldNormal * 2.4f;
+ eye.Z = centroid.Z - 1.0f + 0.9f;
+ var viewProj = ViewProjFor(eye, centroid);
+
+ var clip = new Vector4[worldPoly.Length];
+ for (int i = 0; i < worldPoly.Length; i++)
+ clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj);
+ var aperture = new Vector2[clip.Length];
+ for (int i = 0; i < clip.Length; i++)
+ aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
+
+ var pvUnlifted = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj); // drawLiftZ 0
+ var asmUnlifted = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pvUnlifted);
+ Assert.True(asmUnlifted.OutsideViewSlices.Length > 0);
+ (float unliftedGapPx, _, _) = MeasureTopEdgeGap(aperture, asmUnlifted.OutsideViewSlices, 1920, 1080);
+
+ var pvLifted = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj,
+ buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
+ var asmLifted = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pvLifted);
+ Assert.True(asmLifted.OutsideViewSlices.Length > 0);
+ (float liftedGapPx, _, _) = MeasureTopEdgeGap(aperture, asmLifted.OutsideViewSlices, 1920, 1080);
+
+ _out.WriteLine(FormattableString.Invariant(
+ $"top-edge gap vs the DRAWN aperture at d=2.4 m: unliftedGate={unliftedGapPx:F2}px liftedGate={liftedGapPx:F2}px"));
+ var dbg = new System.Text.StringBuilder(" aperture(LIFTED):");
+ foreach (var v in aperture) dbg.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
+ _out.WriteLine(dbg.ToString());
+ foreach (var poly in pvUnlifted.OutsideView.Polygons)
+ {
+ var sb = new System.Text.StringBuilder(" unliftedGatePoly:");
+ foreach (var v in poly.Vertices) sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
+ _out.WriteLine(sb.ToString());
+ }
+ foreach (var poly in pvLifted.OutsideView.Polygons)
+ {
+ var sb = new System.Text.StringBuilder(" liftedGatePoly:");
+ foreach (var v in poly.Vertices) sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
+ _out.WriteLine(sb.ToString());
+ }
+
+ // The strip the user saw: physics-space gate vs drawn hole, several px.
+ Assert.True(unliftedGapPx > 2.0f, FormattableString.Invariant(
+ $"expected the unlifted gate to show the strip (>2px), got {unliftedGapPx:F2}px"));
+ // The fix: a gate in drawn space covers the drawn hole.
+ Assert.True(liftedGapPx <= 1.2f, FormattableString.Invariant(
+ $"lifted gate still under-covers by {liftedGapPx:F2}px"));
+ }
+
private static string DescribePolys(CellView view)
{
var parts = new List();