diff --git a/docs/plans/2026-06-11-building-render-port-plan.md b/docs/plans/2026-06-11-building-render-port-plan.md
index 99e849d8..17a1de6f 100644
--- a/docs/plans/2026-06-11-building-render-port-plan.md
+++ b/docs/plans/2026-06-11-building-render-port-plan.md
@@ -57,28 +57,42 @@ gate) and the client stays playable after every phase. Conformance pins come
from the dat harness + the flood replay harnesses; retail constants are cited
inline when ported.
-### BR-1 — The draw-time surface gate (kills the phantom class)
+### BR-1 — The surface gate — ✅ RESOLVED AS ALREADY-EQUIVALENT (2026-06-11, execution day 1)
-**What:** classify every mesh batch at decode by surface texturedness
-(`Surface.Type & (Base1Image|Base1ClipMap)`); at draw, skip untextured
-batches for **building-shell entities and cell meshes only** (plain objects
-keep drawing them — retail's bypass). Align the cell-side build-time
-`NoPos`/`NoNeg` drop with this rule: run a dat-wide sweep (all CellStructs +
-all building models in the populated landblocks) proving
-`portal-fill ⇔ untextured`; keep the cheaper build-time drop only where the
-sweep proves equivalence, otherwise move to the draw-time gate. GfxObj-side:
-fills stay in the mesh but never draw (matches retail exactly).
+**Premise falsified before implementation (the BR-1 pre-check,
+`ReplicateProductionEmission_OnPortalFills`):** acdream **already suppresses
+every portal fill** — all four extraction paths skip `Stippling.NoPos`
+positive sides (`ObjectMeshManager.PrepareGfxObjMeshData:1046`,
+`PrepareCellStructMeshData:1394`, `CellMesh.Build:44`, `GfxObjMesh.Build:71`),
+and the Holtburg fills have no negative surface. The planned "draw-time
+surface gate" has nothing to gate.
-- **Closes:** #113 phantom staircase class (hall ramp, cottage "flying
- stairs", every building's baked fills) — without touching doors (entities).
-- **Acceptance:** `DumpPortalFillSurfaceTypes`-derived conformance sweep
- green; hall + hill-cottage phantom gone and doors/windows intact at
- Holtburg (user gate); all suites green.
-- **Risk note:** apertures whose flood fails become true holes
- (retail-identical); per-building floods + DrawPortal look-in already cover
- the visible cases. If a hole shows at an unflooded aperture, that is BR-2/
- BR-4 evidence, not a BR-1 regression.
-- **Size:** ~2 commits (batch metadata plumb + draw gate; sweep test).
+**What shipped instead — the equivalence pin**
+(`StipplingSurfaceEquivalenceTests`): 2,607 polys across 13 building models +
+13 environments, **zero violations both directions** — `NoPos ⇔ untextured
+surface`. Our build-time skip is therefore *proven equivalent* to retail's
+draw-time `skipNoTexture` rule on this content; the
+`portal-poly-suppression-criterion` divergence closes as
+equivalent-with-proof. The pin fails loudly if future content breaks the
+invariant (the cue to implement the draw-time gate then).
+
+**Consequences (the honest part):**
+- The **#113 phantom residual is NOT GfxObj fills** — it cannot be, they
+ never reach a vertex buffer. The "root cause #2" attribution from the
+ e46d3d9 session is corrected; the e46d3d9 user-gate observations (filter
+ removed phantom/doors) were confounded — the filter was a provable mesh
+ no-op on both shells and door parts.
+- The phantom's plausible true sites are cell-side: flood-admitted stair
+ CELLS drawn with a pass-all slice when the assembler hands them no slot
+ (`RetailPViewRenderer.cs:71` draws ALL visible cells; `NoClipSlice`
+ default), and/or stair-cell STATICS drawn unclipped + un-viewcone'd by
+ design (`object-lists-skip-portal-view-gate`, confirmed). **BR-2's first
+ task is a 10-minute probe at the hall bisect spot pinning which** —
+ the closure moves to BR-2/BR-3 (shells) and BR-5 (statics).
+- **Closes:** the `portal-poly-suppression-criterion` divergence (as
+ proven-equivalent); #113's closure moves to BR-2/BR-3/BR-5.
+- **Shipped:** the pre-check + equivalence pin tests; no production code
+ (none needed).
### BR-2 — Aperture depth machinery (punch / seal / clear)
@@ -96,12 +110,20 @@ interior stage, gated on whether any seal was drawn (`portalsDrawnCount`);
mesh (retail `DrawBuilding` order) so the shell's depth closes everything
outside the punch.
+- **First task (from BR-1's falsification):** the 10-minute probe at the
+ hall bisect spot — when the phantom is visible, log per stair cell
+ (0x100..0x106) whether it drew with a real clip slot or the pass-all
+ `NoClipSlice`, and whether its statics drew — pinning the phantom's true
+ draw site (shells → fixed here/BR-3; statics → BR-5).
- **Closes:** #108 (outdoor terrain sweeping across the upstairs door — the
missing true-depth seal is the confirmed `missing-portal-depth-fence`
- divergence); the outdoor-root depth-discipline gap; part of #109.
+ divergence); the outdoor-root depth-discipline gap; part of #109; the
+ #113 phantom residual if the probe pins it on pass-all shell slices.
- **Acceptance:** cellar↔main-floor walk shows no grass sweep (user gate);
- new harness fact: seal depth = portal plane depth inside the clipped
- aperture polygon (GL readback test or probe assertion); suites green.
+ phantom-spot check at the hall (user gate, replaces the old BR-1
+ acceptance); new harness fact: seal depth = portal plane depth inside the
+ clipped aperture polygon (GL readback test or probe assertion); suites
+ green.
- **Size:** ~3 commits (~80 lines of GL + clipper reuse per the area
estimate, plus the clear re-shape and order swap).
@@ -285,11 +307,15 @@ issue, none blocks BR-1…BR-8.
## 5. Sequencing summary
```
-BR-1 (surface gate) — first; standalone visual win, lowest risk
-BR-2 (depth punch/seal) — second; enables BR-3
+BR-1 (surface gate) — ✅ RESOLVED as already-equivalent (pin shipped,
+ no production code; #113 closure moved to
+ BR-2/3/5 — see BR-1 section)
+BR-2 (depth punch/seal) — FIRST implementation phase; opens with the
+ phantom-site probe; enables BR-3
BR-3 (delete shell chop) — closes #114 with BR-2
BR-4 (draw-driven floods) — closes #109; flood fidelity
-BR-5 (viewconeCheck) — particles/objects through the same gate
+BR-5 (viewconeCheck) — particles/objects through the same gate;
+ closes the phantom if it is statics-side
BR-6 (one gate + deletions) — consolidation after the discipline is in
BR-7 (collision A6.P4) — independent track; may interleave with BR-2..5
BR-8 (camera/lighting/LOD) — feel tier; BR-8a may land early
diff --git a/docs/research/2026-06-11-building-render-acdream-vs-retail-comparison.md b/docs/research/2026-06-11-building-render-acdream-vs-retail-comparison.md
index 5c815633..2e5011b1 100644
--- a/docs/research/2026-06-11-building-render-acdream-vs-retail-comparison.md
+++ b/docs/research/2026-06-11-building-render-acdream-vs-retail-comparison.md
@@ -44,8 +44,10 @@ plus three mechanisms it doesn't use. The headline findings:
quad on all 13 Holtburg-area building models — door fills, window fills,
*and* the meeting-hall phantom stair-ramp — is `Base1Solid` (untextured).
Retail draws none of them, ever. The doors players see are **door
- entities**; we draw the solid fills as colored geometry, which is why
- removing them read as "doors disappeared."
+ entities**. *(Execution-day correction, §5: acdream's extractors already
+ skip all of these via `NoPos` — proven equivalent to retail's rule by
+ `StipplingSurfaceEquivalenceTests`. The phantom residual is cell-side,
+ not these fills; see the §5 banner.)*
3. **Retail never geometrically clips cell or shell geometry. Pixel exactness
at apertures is a DEPTH discipline.** Production cell draws are whole
@@ -254,7 +256,7 @@ area files.
| Sev | Verdict | Divergence |
|---|---|---|
| CRIT | adjusted | `portal-poly-conditional-pass-missing` — no per-frame z-punch/z-seal/ConstructView pass on portal polys |
-| HIGH | adjusted | `solid-surface-skip-missing` — untextured (solid) batches drawn on building/cell meshes retail skips |
+| HIGH | **REFUTED for fills** (BR-1 pre-check, §5 banner) | `solid-surface-skip-missing` — acdream's NoPos build-time skip already covers them, proven equivalent |
| MED | confirmed | `degrade-lod-scoped-to-humanoids` — retail degrades every non-player part per frame |
| MED | adjusted | `no-per-view-entity-pass` — no per-portal-view re-cull of objects |
| MED | confirmed | `stippling-semantics-divergence` — WB's NoPos/NoNeg side-drop vs retail batch flag + sides_type |
@@ -263,7 +265,7 @@ area files.
**Area 2 — Building shells** (`wf1-building-shells.md`)
| Sev | Verdict | Divergence |
|---|---|---|
-| CRIT | unverified | `portal-polys-baked-unconditional` — fills baked + drawn; PortalIndex→CBldPortal pairing never consumed |
+| CRIT | **acdream half REFUTED** (BR-1 pre-check); retail half + missing PortalIndex→CBldPortal pairing stand | `portal-polys-baked-unconditional` — fills are NOT drawn (NoPos skip); the un-consumed pairing remains real (BR-4) |
| CRIT | unverified | `no-per-slot-building-draw` — building never draws per view slot; floods not shell-draw-driven |
| HIGH | adjusted | `flood-gate-shape` — 48 m seed + 0.01 ε + eye-inside rescue vs retail's no-distance chain (analogues otherwise faithful) |
| HIGH | unverified | `aperture-depth-machinery` — far-Z punch missing; particles scissor-only |
@@ -363,13 +365,35 @@ area files.
## 5. Mysteries resolved this session
+> **⚠ EXECUTION-DAY CORRECTION (2026-06-11, BR-1 pre-check).** The claim that
+> acdream *draws* the solid portal fills is **FALSE** — all four extraction
+> paths skip `Stippling.NoPos` positive sides
+> (`ObjectMeshManager.PrepareGfxObjMeshData:1046`,
+> `PrepareCellStructMeshData:1394`, `CellMesh.Build:44`,
+> `GfxObjMesh.Build:71`), and the fills have no negative surface
+> (`ReplicateProductionEmission_OnPortalFills`: pos=False/neg=False for every
+> fill). The equivalence pin (`StipplingSurfaceEquivalenceTests`, 2,607
+> polys, 0 violations) proves our build-time skip ⇔ retail's draw-time
+> `skipNoTexture` on this content. Consequences: the ledger rows
+> `solid-surface-skip-missing` (Area 1) and the acdream half of
+> `portal-polys-baked-unconditional` (Area 2) are **REFUTED for the fills**
+> (the retail-side mechanism descriptions stand); the e46d3d9 user-gate
+> observations were confounded (the filter was a provable mesh no-op on
+> shells and doors); and the **#113 phantom residual is cell-side** —
+> flood-admitted cells drawn with the pass-all `NoClipSlice` when slot-less
+> (`RetailPViewRenderer.cs:71`) and/or unclipped un-viewcone'd cell statics
+> (`object-lists-skip-portal-view-gate`, confirmed). BR-2 opens with the
+> probe that pins which. The mapping agents missed the `:1046` skip — score
+> one for "verify what call sites actually pass."
+
1. **Door-vanish (charter §4.1)** — SOLVED, dat-proven (`e223325` +
`DumpPortalFillSurfaceTypes`): the e46d3d9 filter walked only
`node.Polygons`, never `node.Portals` (`PortalRef`); every dropped poly was
a portal fill; all fills are `Base1Solid`; retail skips them via
`skipNoTexture`; visible doors are entities. **No static filter can be
- correct** — but the correct rule is a *surface-type draw gate*, which is
- nearly as simple.
+ correct** — and per the execution-day correction above, no filter was
+ *needed*: the fills were never drawn, and the gate's "doors vanished"
+ observation was confounded.
2. **#114's real shape (charter §4.2)** — retail does not crop indoor
geometry; it punches/seals depth at apertures and draws far→near. The
"admission-quality vs draw-quality regions" framing dissolves: regions
diff --git a/tests/AcDream.Core.Tests/Conformance/Issue113DoorVanishDiagnosticTests.cs b/tests/AcDream.Core.Tests/Conformance/Issue113DoorVanishDiagnosticTests.cs
index 78420fa2..90f37b7f 100644
--- a/tests/AcDream.Core.Tests/Conformance/Issue113DoorVanishDiagnosticTests.cs
+++ b/tests/AcDream.Core.Tests/Conformance/Issue113DoorVanishDiagnosticTests.cs
@@ -181,6 +181,52 @@ public sealed class Issue113DoorVanishDiagnosticTests
return n.LengthSquared() < 1e-10f ? Vector3.Zero : Vector3.Normalize(n);
}
+ ///
+ /// BR-1 pre-check: replicate ObjectMeshManager.PrepareGfxObjMeshData's
+ /// EXACT emission conditions (lines 1040-1058: pos side emitted unless
+ /// Stippling.NoPos; neg side if Negative/Both or (!NoNeg and SidesType ==
+ /// Clockwise)) on the portal-fill polys, printing raw enum values. The
+ /// #113 evidence says these fills RENDER (the phantom) — if the replica
+ /// says "skipped", the fills reach the screen another way and BR-1's gate
+ /// must move.
+ ///
+ [Fact]
+ public void ReplicateProductionEmission_OnPortalFills()
+ {
+ var datDir = ConformanceDats.ResolveDatDir();
+ if (datDir is null) { _out.WriteLine("dats unavailable — skipped"); return; }
+ using var dats = new DatCollection(datDir, DatAccessType.Read);
+
+ foreach (uint mid in new uint[] { 0x010014C3u, 0x01000827u })
+ {
+ var gfx = dats.Get(mid)!;
+ var walked = new HashSet();
+ void Walk(DatReaderWriter.Types.DrawingBSPNode? n)
+ {
+ if (n is null) return;
+ if (n.Polygons is not null) foreach (var pid in n.Polygons) walked.Add((ushort)pid);
+ Walk(n.PosNode); Walk(n.NegNode);
+ }
+ Walk(gfx.DrawingBSP!.Root);
+ var fills = gfx.Polygons.Keys.Where(k => !walked.Contains(k)).OrderBy(k => k).ToList();
+
+ _out.WriteLine($"=== model 0x{mid:X8} ===");
+ foreach (var pid in fills)
+ {
+ var poly = gfx.Polygons[pid];
+ bool noPos = poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos);
+ bool hasNeg = poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.Negative)
+ || poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.Both)
+ || (!poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoNeg)
+ && poly.SidesType == DatReaderWriter.Enums.CullMode.Clockwise);
+ _out.WriteLine(
+ $" poly {pid,3}: stip={poly.Stippling}(raw={(int)poly.Stippling}) sides={poly.SidesType}(raw={(int)poly.SidesType}) " +
+ $"posSurf={poly.PosSurface} negSurf={poly.NegSurface} " +
+ $"-> production emits: pos={!noPos} neg={hasNeg && poly.NegSurface >= 0}");
+ }
+ }
+ }
+
///
/// Phase A confirmation: retail's building/cell mesh pass skips surface
/// batches whose CSurface type has neither Base1Image (0x2) nor
diff --git a/tests/AcDream.Core.Tests/Conformance/StipplingSurfaceEquivalenceTests.cs b/tests/AcDream.Core.Tests/Conformance/StipplingSurfaceEquivalenceTests.cs
new file mode 100644
index 00000000..721a0ca1
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Conformance/StipplingSurfaceEquivalenceTests.cs
@@ -0,0 +1,137 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using DatReaderWriter;
+using DatReaderWriter.Options;
+using Xunit;
+using Xunit.Abstractions;
+
+namespace AcDream.Core.Tests.Conformance;
+
+///
+/// BR-1 conformance pin (holistic building-render port, plan §BR-1).
+///
+/// Retail suppresses portal-fill drawing at DRAW time via the skipNoTexture
+/// rule: building/cell surface batches whose CSurface.type lacks BASE1_IMAGE
+/// (0x2) and BASE1_CLIPMAP (0x4) are skipped (D3DPolyRender inner draw,
+/// Ghidra 0x0059d4a0; default on @0x00820e30). acdream suppresses them at
+/// BUILD time via Stippling.NoPos in all four extraction paths
+/// (ObjectMeshManager.PrepareGfxObjMeshData:1046 + PrepareCellStructMeshData
+/// :1394, CellMesh.Build:44, GfxObjMesh.Build:71).
+///
+/// These criteria are equivalent ONLY if NoPos ⇔ untextured-surface holds on
+/// the content. This sweep pins both directions across the populated
+/// Holtburg-area landblocks (building shell models + every Environment
+/// CellStruct their cells reference + the door setup parts):
+/// (a) every NoPos poly's positive surface is untextured (else our skip
+/// drops something retail draws), and
+/// (b) every untextured-surface poly is NoPos (else we draw something
+/// retail skips on building/cell passes — the would-be phantom class).
+/// Violations of (b) on PLAIN OBJECT GfxObjs are allowed — retail's bypass
+/// draws solid batches for non-building/non-cell meshes, and so do we.
+///
+public sealed class StipplingSurfaceEquivalenceTests
+{
+ private readonly ITestOutputHelper _out;
+ public StipplingSurfaceEquivalenceTests(ITestOutputHelper output) => _out = output;
+
+ private static readonly uint[] Landblocks =
+ {
+ 0xA9B40000u, // Holtburg town
+ 0xA9B30000u, // hill cottage block
+ 0xAAB30000u, // meeting hall block
+ 0xA9B50000u,
+ 0xAAB40000u,
+ };
+
+ [Fact]
+ public void NoPosStippling_Equals_UntexturedSurface_OnBuildingsAndCells()
+ {
+ var datDir = ConformanceDats.ResolveDatDir();
+ if (datDir is null) { _out.WriteLine("dats unavailable — skipped"); return; }
+ using var dats = new DatCollection(datDir, DatAccessType.Read);
+
+ int polysChecked = 0;
+ var aViolations = new List(); // NoPos but TEXTURED (our skip would drop a retail-drawn poly)
+ var bViolations = new List(); // untextured but NOT NoPos (we'd draw what retail skips)
+
+ bool IsTextured(DatReaderWriter.DBObjs.Surface? s) =>
+ s is not null &&
+ (s.Type.HasFlag(DatReaderWriter.Enums.SurfaceType.Base1Image)
+ || s.Type.HasFlag(DatReaderWriter.Enums.SurfaceType.Base1ClipMap));
+
+ // ---- building shell GfxObjs ----
+ var buildingModels = new SortedSet();
+ var environments = new SortedSet();
+ foreach (uint lb in Landblocks)
+ {
+ var lbi = dats.Get(lb | 0xFFFEu);
+ if (lbi is null) continue;
+ foreach (var b in lbi.Buildings ?? new()) buildingModels.Add(b.ModelId);
+ for (uint low = 0x0100; low < 0x0100 + lbi.NumCells; low++)
+ {
+ var dc = dats.Get(lb | low);
+ if (dc is not null) environments.Add(0x0D000000u | dc.EnvironmentId);
+ }
+ }
+ Assert.NotEmpty(buildingModels);
+ Assert.NotEmpty(environments);
+
+ foreach (var mid in buildingModels)
+ {
+ var gfx = dats.Get(mid);
+ if (gfx is null) continue;
+ foreach (var kv in gfx.Polygons)
+ {
+ var poly = kv.Value;
+ polysChecked++;
+ bool noPos = poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos);
+ DatReaderWriter.DBObjs.Surface? surf = null;
+ if (poly.PosSurface >= 0 && poly.PosSurface < gfx.Surfaces.Count)
+ surf = dats.Get(gfx.Surfaces[poly.PosSurface]);
+ if (noPos && IsTextured(surf))
+ aViolations.Add($"gfx 0x{mid:X8} poly {kv.Key}: NoPos but textured surface");
+ if (!noPos && surf is not null && !IsTextured(surf))
+ bViolations.Add($"gfx 0x{mid:X8} poly {kv.Key}: textured-less surface without NoPos (type={surf.Type})");
+ }
+ }
+
+ // ---- cell structs referenced by those landblocks' interior cells ----
+ foreach (var envId in environments)
+ {
+ var env = dats.Get(envId);
+ if (env is null) continue;
+ foreach (var (csId, cs) in env.Cells)
+ {
+ foreach (var kv in cs.Polygons)
+ {
+ var poly = kv.Value;
+ polysChecked++;
+ bool noPos = poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos);
+ // CellStruct polys resolve surfaces through the EnvCell's
+ // surface list at runtime; the struct itself stores only the
+ // index. Direction (a) can't be evaluated without a specific
+ // EnvCell, so for structs we pin only the NoPos→portal-poly
+ // correspondence: every NoPos poly must be a portal polygon
+ // (referenced by the struct's Portals list), i.e. our skip
+ // removes only aperture fills, never wall geometry.
+ if (noPos)
+ {
+ bool isPortalPoly = cs.Portals.Any(p => p == kv.Key);
+ if (!isPortalPoly)
+ aViolations.Add($"env 0x{envId:X8} struct {csId} poly {kv.Key}: NoPos but not a portal poly");
+ }
+ }
+ }
+ }
+
+ _out.WriteLine($"checked {polysChecked} polys across {buildingModels.Count} building models + {environments.Count} environments");
+ _out.WriteLine($"(a) NoPos-but-textured (skip would drop retail-drawn): {aViolations.Count}");
+ foreach (var v in aViolations.Take(20)) _out.WriteLine($" {v}");
+ _out.WriteLine($"(b) untextured-but-not-NoPos on buildings (we'd draw what retail skips): {bViolations.Count}");
+ foreach (var v in bViolations.Take(20)) _out.WriteLine($" {v}");
+
+ Assert.Empty(aViolations);
+ Assert.Empty(bViolations);
+ }
+}