fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers
The user's re-gate refuted the scissor fix as THE strip (6c4b6d6was a real but sub-pixel under-coverage): the strip survived, screenshot at a doorway, full width of the opening, top edge only, "very subtle". Root cause (pinned by Issue130DoorwayStripTests.UnliftedGate_*): the +0.02 m shell render lift. Cell shells DRAW 2 cm above the dat origin (z-fight vs coplanar terrain);f35cb8b(the #119-residual fix, 2026-06-11) deliberately reverted the VISIBILITY graph to the physics (unlifted) transform - but the OutsideView color gate (terrain/sky/ scissor through the doorway) and the seal/punch depth fans are DRAW-space consumers and kept projecting the unlifted polygons. The drawn lintel therefore sits one lift-projection above the gate's top edge - measured 6.7 px at a 2.4 m doorway - and that band never receives terrain/sky color while the seal also stamps 2 cm low. A regression fromf35cb8b, NOT from the W=0 clip port (987313astays exonerated). Vertical aperture edges are immune (the lift slides them along themselves) - top edge only, exactly as reported; explains the "also NOW" timing precisely. Fix - draw space draws lifted, visibility stays physics (thef35cb8binvariant, now symmetric): - PortalVisibilityBuilder.Build gains drawLiftZ: the exit-portal branch projects the OutsideView region with the lifted transform; flood admission, side tests, and CellViews are untouched (default 0 keeps every existing visibility test bit-identical). - The seal/punch fans (DrawRetailPViewPortalDepthWrite) lift their world verts to the drawn shell's space. - One shared constant PortalVisibilityBuilder.ShellDrawLiftZ feeds the shell registration (GameWindow:5604), the gate, and the fans. Register: AP-32 ADDED - the +0.02 lift had NO row (a pre-register deviation the 2026-06-12 sweep missed). The row records the split invariant both ways: a draw-space consumer that forgets the lift re-opens the #130 strip; a visibility consumer that picks the lifted transform re-opens the #119-residual side-cull. Pins: the lifted gate covers the drawn (lifted) aperture to 0.00 px across the 147-combo sweep; the unlifted gate shows the 6.7 px strip (sensitivity proof - if the lift is ever removed, this test says the drawLiftZ plumbing can go too). Suites: App 257+1skip / Core 1439+2skip / UI 420 / Net 294 green. Awaiting the user re-gate at a doorway with the lintel on screen. 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) — 31 rows
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## 3. Documented approximation (AP) — 32 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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@ -127,6 +127,7 @@ accepted-divergence entries (#96, #49, #50).
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| 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` |
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| 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 |
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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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