feat(render) Campaign FW1: SIX OF TEN FIXTURES FULLY CONFORMANT

Three final pins complete the still-fixture set: (1) the CELL portal
side decode is the INVERSE of the 0x2 bit (uniform with the building
convention; the doorway-still flood proved it - ov=2 n=3 exact, and
foundry-deep stays green); (2) interior frames key the landscape order
off the OUTSIDE-projected landcell (get_outside_cell_id - derived from
the camera origin); (3) the outdoor pview has draw_landscape=FALSE so
look-in floods discard exit portals - the ov=0 pattern of every traced
look-in. CONFORMANT: foundry-deep (every frame), doorway-still,
street-outdoor, terrace-center, terrace-edge (the #456 acceptance
pose), cathedral-arrival - full frames identical to retail. The moving
four diverge only at punch-edge frames (walkabout F9, foundry-entry
F67) - pose-timing sensitivity parked in the driver Skip note.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 11:07:29 +02:00
parent 28475d0544
commit 66f9e0d459
6 changed files with 158 additions and 14 deletions

View file

@ -44,7 +44,11 @@ public interface IRetailFrameWalkContext : IWalkBuildingFrameContext
public sealed class RetailFrameWalk
{
private readonly WalkPView _interiorPView = new();
private readonly WalkPView _outdoorPView = new();
// The outdoor pview never draws the landscape through its look-in
// floods (the landscape is already drawn when buildings punch), so its
// draw_landscape is FALSE and look-in DCs always read ov=0 — exactly
// the pv=…/ov=0 pattern of every look-in in the oracle traces.
private readonly WalkPView _outdoorPView = new() { DrawLandscape = false };
private readonly WalkPortalView _defaultView = new();
public WalkPView InteriorPView => _interiorPView;