diag #176/#180: isolation toggles pin the residual stripes on the camera sweep, not the render
The #176 gate-2 failure ("stripes/triangles flickering when the camera
is pushed into walls; nothing when zoomed out") is NOT a render defect.
Isolation apparatus added this commit:
- ACDREAM_LIGHT_DEBUG shader modes (mesh_modern.vert/frag + uLightDebug
upload in EnvCellRenderer/WbDrawDispatcher): 1 = ambient-only,
2 = dynamics killed, 3 = raw vLit field (texture ignored). The
pattern SURVIVES mode 3 -> not texture; lives above the light data.
- ACDREAM_CLIP_DEBUG=1 (RenderingDiagnostics.ClipDebugNoShellTrim +
the EnvCellRenderer slot-fill gate): shell pass draws cells WHOLE
(retail's shape). Pattern survives -> the per-cell clip trim is
exonerated.
With every render suspect dead, an autonomous visual loop (synthetic
back-into-wall input + GDI window captures + the [flap-sweep] probe)
pinned the mechanism numerically: at a compressed moving boom the
camera-collision sweep is BISTABLE - consecutive sweeps with ~1.4 mm
input drift flip the first-contact solution 0.27 m along the boom
(pulledIn 0.27<->0.53, every ~5-10 frames, all 368k sweeps ok=True),
and at ~1700 fps unsynced every monitor refresh tear-interleaves the
two views = the stripe/hatch patterns. Filed as #180 with the retail
anchor: viewer_sought_position is STATEFUL (SmartBox 0x00452d75 feeds
the CURRENT swept viewer into CameraManager::UpdateCamera 0x00456660
and assigns the return to the sought, 0x00452d84) - the target
converges to the collided position instead of re-rolling the full
knife-edge ray per frame like our RetailChaseCamera does. SweepEye
itself ports update_viewer 0x00453ce0 faithfully and is exonerated.
Also recorded in #176: the site-A weenie light-registration leak (a
portal's I100 light stacked x2->x4 over one session as re-CreateObject
re-registered it under fresh entity ids).
The #176 lighting fix (d8984e87) remains live-verified; #176 re-gates
after #180 lands. ISSUES: #180 filed, #176 updated. Suites: Core
2599+2skip; toggles inert by default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
d8984e877f
commit
6aabe0b5ac
6 changed files with 120 additions and 2 deletions
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@ -46,6 +46,57 @@ Copy this block when adding a new issue:
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---
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## #180 — Camera-collision sweep bistable at a compressed boom → per-frame eye strobe (the #176 "stripes")
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**Status:** OPEN — mechanism PINNED numerically; fix = port retail's stateful sought-position
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**Severity:** HIGH (the visible flicker/stripe artifact the #176 gate keeps failing on; corridor camera constantly rides walls)
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**Filed:** 2026-07-06
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**Component:** camera / physics (NOT render — every render suspect eliminated by isolation)
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**Description (user, Facility Hub):** "geometrical patterns, triangles, that get
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weird stripes… especially when I push the camera to the wall or the openings of
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the corridor. If I zoom out and the camera does not touch the walls I get no
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pattern." Reproduced autonomously (synthetic back-into-wall + GDI window
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captures, `launch-176-cameye.log`).
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**Root cause (probe-pinned):** while the compressed chase boom moves along/near
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a wall, the `SweepEye` first-contact solution is BISTABLE: consecutive
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`[flap-sweep]` records show the sweep INPUT moving ~1.4 mm (the player's glide)
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while the OUTPUT flips 0.27 m along the boom (`pulledIn` 0.27 ↔ 0.53, eye
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(78.500,−38.633,−3.845) ↔ (78.669,−38.815,−3.938)), re-flipping every ~5–10
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frames — a knife-edge graze on the corridor's double-faced slabs (the #137
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threshold family, camera edition; all 368k sweeps returned ok=True — this is
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NOT the fallback path). Each flip hard-cuts the whole view matrix; at ~1700 fps
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with no vsync every monitor refresh tear-interleaves BOTH views → fine
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stripe/hatch patterns over surfaces (worst near seams where the 0.27 m parallax
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is largest), flickering with movement. Confirmed present in the pure light
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field (`ACDREAM_LIGHT_DEBUG=3` still shows it → not texture) and with the
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shell clip trim disabled (`ACDREAM_CLIP_DEBUG=1` → not the clip gate).
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Explains the residual #176 flicker reports post-lighting-fix: one of the two
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alternating eyes sees the purple under-room parallax, the other doesn't.
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**Retail anchor (the fix):** retail's sought position is STATEFUL —
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`SmartBox` (0x00452d75) calls `CameraManager::UpdateCamera(mgr, &ret,
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&this->viewer)` with the CURRENT swept viewer and assigns the RETURN to
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`viewer_sought_position` (0x00452d84): the next frame's target derives from
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the collided position (converges; re-extends gradually), so mm-jitter never
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re-tests the full-length knife-edge ray per frame. acdream's
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`RetailChaseCamera` recomputes the full-length desired boom from scratch every
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frame. Fix = read `CameraManager::UpdateCamera` (0x00456660) + the sought
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derivation and port the stateful shape — NO damping band-aid on the swept
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result without that reading (workaround rule).
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**Files:** `src/AcDream.App/Rendering/RetailChaseCamera.cs` (boom/desired-eye),
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`src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs` (`SweepEye` — port
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verbatim per update_viewer 0x00453ce0, exonerated), `[flap-sweep]` probe
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(ACDREAM_PROBE_FLAP) is the apparatus.
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**Acceptance:** camera pressed into walls/openings while moving → no
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stripe/hatch patterns, no per-frame view jumps (consecutive-frame eye deltas
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stay continuous in `[flap-sweep]`); camera glides along walls like retail.
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---
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## #179 — Lightning flash has no indoor gate (dormant until weather strobes ship)
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**Status:** OPEN (dormant — zero production impact today)
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@ -179,7 +230,21 @@ gate passes, then strip.
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**Gate:** stand in the `0x8A020164` corridor, turn back-and-forth across the seam — the
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purple wedge must hold steady (its faceted SHAPE is retail-correct and stays).
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**Status:** 🟡 FIX SHIPPED — pending user gate
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**⚠️ GATE 2026-07-06 (evening): FAILED on a RESIDUAL that turned out to be a
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SEPARATE mechanism — flickering stripe/triangle patterns when the camera is
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pushed into walls/openings. Isolation toggles killed every render suspect
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(texture via `ACDREAM_LIGHT_DEBUG=3`, shell clip trim via `ACDREAM_CLIP_DEBUG=1`,
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coplanar dat pairs, double-draws, seals); the artifact is the CAMERA-COLLISION
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sweep strobing the eye 0.27 m per few frames at a compressed boom → tear-
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interleaved views = stripes. Split to #180 (camera/physics). The lighting half
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of #176 (the pool tracking the camera via flood scoping) remains FIXED and
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live-verified; re-gate #176 after #180 lands. Also filed from this arc: the
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site-A weenie light-registration LEAK (a portal's I100 light stacked ×2→×4
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over one session as CreateObject re-sends re-registered it under fresh
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entity ids — `[seam-ent]` L= showed `01D4:I100` four times) — fold into the
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A7 arc or fix with #180's gate.**
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**Status:** 🟡 lighting fix SHIPPED + verified; residual flicker = #180 (camera strobe)
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**Severity:** MEDIUM (visible artifact along every corridor seam in the M1.5 dungeon)
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**Filed:** 2026-07-06
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**Component:** render — floor-portal polygons / portal surface state
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@ -16,6 +16,7 @@ in flat uint vTextureLayer;
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// alpha < 0.05 (skip empty fragments — large
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// transparent overdraw cost otherwise)
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uniform int uRenderPass;
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uniform int uLightDebug; // #176 stripe hunt (see mesh_modern.vert) — mode 3 handled here
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// SceneLighting UBO — IDENTICAL layout to mesh_instanced.frag binding=1.
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struct Light {
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@ -85,6 +86,14 @@ void main() {
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// Per-vertex Gouraud lighting from the vertex shader (ambient + capped lights).
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vec3 lit = vLit;
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// #176 stripe-hunt mode 3: show the raw per-vertex light field (texture
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// ignored). Stripes visible HERE = a vertex-lighting artifact; absent =
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// the pattern comes from texture/per-pixel machinery. Throwaway diagnostic.
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if (uLightDebug == 3) {
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FragColor = vec4(min(lit, vec3(1.0)), 1.0);
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return;
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}
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// Lightning flash — additive scene bump (matches mesh_instanced.frag).
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lit += uFogParams.z * vec3(0.6, 0.6, 0.75);
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@ -132,6 +132,11 @@ uniform mat4 uViewProjection;
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// uDrawIDOffset pattern in BaseObjectRenderManager.cs line 845.
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uniform int uDrawIDOffset;
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uniform int uLightingMode; // A7 Fix D: 0 = OBJECT (plain Lambert + sun), 1 = ENVCELL (half-Lambert wrap, no sun)
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// #176 stripe-hunt isolation modes (ACDREAM_LIGHT_DEBUG, throwaway diagnostic):
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// 0 = off; 1 = ambient-only vLit (all point/sun contributions killed);
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// 2 = DYNAMIC point lights killed (purples + viewer fill off, statics stay);
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// 3 = handled in the frag (raw vLit visualization, texture ignored).
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uniform int uLightDebug;
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// SceneLighting UBO — binding=1 in the UBO namespace (GL keeps the SSBO and UBO
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// binding tables separate, so this coexists with the binding=1 BatchBuffer SSBO
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@ -178,6 +183,7 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
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// bake's 1/d³ distance-cube, which makes a tight concentrated pool. No per-light
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// cap — D3D accumulates then saturates, which accumulateLights does via min(pointAcc,1).
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if (L.coneAngleEtc.y > 0.5) {
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if (uLightDebug == 2) return vec3(0.0); // #176 stripe hunt: dynamics killed
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vec3 Ldir = toL / max(d, 1e-4);
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float ndl = max(0.0, dot(N, Ldir));
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if (ndl <= 0.0) return vec3(0.0);
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@ -214,6 +220,7 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
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vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) {
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vec3 lit = uCellAmbient.xyz;
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if (uLightDebug == 1) return lit; // #176 stripe hunt: ambient only
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// SUN / directional — OBJECT path only (mode 0). retail's EnvCell path
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// (minimize_envcell_lighting) enables only dynamic lights, NEVER the sun, so
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@ -878,6 +878,8 @@ public sealed unsafe class EnvCellRenderer : IDisposable
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_shader.SetInt("uRenderPass", (int)renderPass);
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_shader.SetInt("uFilterByCell", 0);
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_shader.SetInt("uLightingMode", 1); // A7 Fix D D-3/D-4: EnvCell bake (wrap points, no sun)
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// #176 stripe-hunt isolation (ACDREAM_LIGHT_DEBUG) — throwaway diagnostic.
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_shader.SetInt("uLightDebug", AcDream.Core.Rendering.RenderingDiagnostics.LightDebugMode);
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// Phase U.4 ROOT-CAUSE FIX (cell-shell flicker / "transparent walls when
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// moving"): upload uViewProjection HERE rather than inheriting it from
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@ -1306,7 +1308,10 @@ public sealed unsafe class EnvCellRenderer : IDisposable
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// instanceClipSlot[i] tracks Instances[i] through the MDI BaseInstance.
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if (_clipSlotData.Length < uniqueInstanceCount)
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_clipSlotData = new uint[Math.Max(_clipSlotData.Length * 2, uniqueInstanceCount)];
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if (_cellIdToSlot is null)
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// #176 stripe-hunt isolation (ACDREAM_CLIP_DEBUG=1): force every shell
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// instance to slot 0 (no-clip) — retail draws cell shells WHOLE.
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if (_cellIdToSlot is null
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|| AcDream.Core.Rendering.RenderingDiagnostics.ClipDebugNoShellTrim)
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{
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Array.Clear(_clipSlotData, 0, uniqueInstanceCount);
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}
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// A7 Fix D D-3/D-4: object path — plain Lambert points + sun. MUST set
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// explicitly (shared GL uniform; EnvCellRenderer sets it to 1).
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_shader.SetInt("uLightingMode", 0);
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// #176 stripe-hunt isolation (ACDREAM_LIGHT_DEBUG) — throwaway diagnostic.
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_shader.SetInt("uLightDebug", AcDream.Core.Rendering.RenderingDiagnostics.LightDebugMode);
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// #128 self-heal: fresh re-request dedup per Draw pass.
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_missRequested.Clear();
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public static IReadOnlySet<uint> SeamDrawTargetCells { get; } =
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ParseSeamDrawTargets(Environment.GetEnvironmentVariable("ACDREAM_PROBE_SEAMDRAW"));
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/// <summary>
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/// #176 stripe-hunt shader isolation mode (<c>ACDREAM_LIGHT_DEBUG</c>) —
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/// throwaway diagnostic, uploaded as <c>uLightDebug</c> by EnvCellRenderer +
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/// WbDrawDispatcher each pass. 0 = off; 1 = ambient-only vertex lighting
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/// (all point/sun contributions killed); 2 = DYNAMIC point lights killed
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/// (the intensity-100 portal purples + the viewer fill off; statics stay);
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/// 3 = raw vLit visualization in the fragment shader (texture ignored).
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/// Discriminates lighting-driven stripes (gone at 1/2, visible in the field
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/// at 3) from texture/per-pixel machinery (survive 1). Settable for a
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/// future DebugPanel mirror.
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/// </summary>
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public static int LightDebugMode { get; set; } =
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int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_LIGHT_DEBUG"), out var ldm) ? ldm : 0;
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/// <summary>
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/// #176 stripe-hunt isolation (<c>ACDREAM_CLIP_DEBUG=1</c>) — throwaway
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/// diagnostic. When true, the EnvCell SHELL pass maps every instance to clip
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/// slot 0 (the reserved no-clip region) instead of its cell's portal-slice
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/// region — i.e. shells draw WHOLE, retail's shape (retail never clips cell
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/// geometry; aperture exactness comes from the seal/punch depth writes +
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/// far→near order, PView::DrawCells 0x005a4840). Discriminator for the
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/// camera-against-wall stripe/hatch pattern: a knife-edge slice region (eye
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/// on a portal plane / inside a wall) yields a clip plane near-parallel to
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/// large surfaces → interpolated gl_ClipDistance ≈ 0 across them → per-pixel
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/// sign dither = the hatch. Stripes gone with this on = the shell trim is
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/// the mechanism. Entity/dispatcher clip routing is NOT affected.
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/// </summary>
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public static bool ClipDebugNoShellTrim { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_CLIP_DEBUG") == "1";
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/// <summary>Parse ACDREAM_PROBE_SEAMDRAW: "1"/"true"/empty → the default #176
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/// Facility Hub set; otherwise a comma-separated hex cell-id list (same forgiving
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/// grammar as <see cref="ParseDumpEntityIds"/>). Internal for unit tests.</summary>
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