feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView
Render unification cutover, Step A (additive, behavior-neutral until Step B). When PortalVisibilityBuilder.Build roots at the synthetic outdoor node, seed OutsideView with the full-screen NDC quad so ClipFrameAssembler yields a full-screen OutsideView slice and DrawInside's DrawLandscapeThroughOutsideView draws terrain/sky/scenery/weather as the node's shell — the same callback that already draws the doorway slice for an interior root looking out. Keyed on a new explicit LoadedCell.IsOutdoorNode flag (set by OutdoorCellNode.Build), NOT a cell-id heuristic: production EnvCell ids are >= 0x100 but test fixtures use low interior ids, so an id test misfired on 4 existing PortalVisibilityBuilderTests. Nothing roots at the node until Step B, so this is behavior-neutral. Tests: App 216/0 (2 new UnifiedFloodTests incl. the spec section 10 pure-outdoor regression guard + 2 OutdoorCellNode flag assertions). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -20,6 +20,7 @@ public static class OutdoorCellNode
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{
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CellId = outdoorCellId,
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SeenOutside = true,
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IsOutdoorNode = true,
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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};
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