feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -1192,7 +1192,7 @@ or +small fix if different. Not blocking M1.
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## #71 — WorldPicker Stage B — polygon refine for retail-accurate clicks
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**Status:** OPEN
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**Severity:** LOW (Stage A — screen-rect picker — is sufficient for M1)
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**Severity:** MEDIUM (Stage A now causes real play mis-picks through open doors/windows)
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**Filed:** 2026-05-16
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**Component:** selection / picker
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@ -1212,6 +1212,15 @@ to the visible mesh — under-pick what looks like empty space inside
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the rect, catch visible mesh that pokes past the sphere boundary
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(creature outstretched arm, sign edge).
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**New evidence (2026-05-28 / Phase A8 visual gate):** User stood outside
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a Holtburg building, saw a vendor through an open doorway/window, clicked
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the visible vendor, and acdream selected the door instead:
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`[B.4b] pick guid=0x7A9B4015 name=Door`. This is exactly the Stage A
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failure mode: the open door's projected `Setup.SelectionSphere` rect is
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closer than the vendor's rect, even though the visible door polygon is not
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under the cursor. The fix is polygon refinement against visible GfxObj
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triangles plus current animated part transforms; do not special-case doors.
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**Acceptance:** Pipe per-part GfxObj visual polygons through a
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`PickPolygonProvider` interface (don't duplicate mesh decoding —
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hook the existing `ObjectMeshManager` cached data). Two-tier in
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@ -1222,8 +1231,8 @@ frame edges.
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**Estimated scope:** Medium (~4-6 hours). Defer until visual
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verification surfaces a Stage A miss in real play. The user
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confirmed 2026-05-16 that "I can click on longer ranges now so
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good" — Stage A is enough for M1's "click an NPC" demo.
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confirmed 2026-05-28 that the door/vendor case is now observable in real
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play, so this should be scheduled soon after A8 rather than left as polish.
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---
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