Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
9ce335eb17
commit
6c9bbce433
1 changed files with 51 additions and 1 deletions
|
|
@ -3771,11 +3771,61 @@ flip-a → []; flip-b → [0x100].
|
|||
|
||||
---
|
||||
|
||||
## #114 — Indoor PView shell-clip regions are not draw-quality (clip scoped to outdoor roots)
|
||||
|
||||
**Status:** OPEN
|
||||
**Severity:** MEDIUM-HIGH (blocks the indoor half of retail's draw-side portal
|
||||
clip; several user-visible indoor artifacts to re-test ride on it)
|
||||
**Filed:** 2026-06-11 (first user gate on `927fd8f`)
|
||||
**Component:** render (PortalVisibilityBuilder regions / ClipFrameAssembler)
|
||||
|
||||
**Finding:** enabling `GL_CLIP_DISTANCE` for the shell pass (#113 fix) was
|
||||
correct for OUTDOOR eyes (phantom staircase gone, user-verified) but exposed
|
||||
that INDOOR per-cell clip regions are admission-quality, not draw-quality —
|
||||
applying them as geometric crops produced: chopped interior staircase +
|
||||
missing candle-holder area and a neighbour room's water barrel visible
|
||||
through a clipped-away wall (meeting hall interior, user screenshots
|
||||
2026-06-11), and inner walls vanishing momentarily while passing a building
|
||||
exit. Scoped in `9ce335e`: clip enabled only for `RootCell.IsOutdoorNode` +
|
||||
the DrawPortal look-in path; indoor roots draw unclipped (pre-#113 state).
|
||||
|
||||
**Suspects for the indoor region quality gap:** (a) knife-edge regions when
|
||||
the eye is near/on a portal plane (the §4 family — fixed for admission
|
||||
stability, not pixel exactness); (b) `MergeBuildingFrame`/CellView handling
|
||||
of cells visible through MULTIPLE portals (first-view-wins drops the other
|
||||
aperture → over-crop); (c) the >8-plane slot-0 fallback drawing pass-all
|
||||
(under-crop, opposite sign). Retail's reference: exact per-poly software
|
||||
clip against the accumulated portal view (`planeMask=0xffffffff` :427922).
|
||||
|
||||
**Re-test against the scoped build (may be pre-existing, may be #114):**
|
||||
1. intermittent transparent interior when ENTERING the hilltop cottage;
|
||||
2. particles (candle flames) inside other buildings visible through walls
|
||||
(statics' meshes not drawn but their emitters are — particle pass is not
|
||||
gated by the same flood);
|
||||
3. meeting-hall interior anomalies from the gate screenshots.
|
||||
|
||||
---
|
||||
|
||||
## #115 — Camera feels draggy/jittery vs retail when turning in cramped interiors
|
||||
|
||||
**Status:** OPEN
|
||||
**Severity:** LOW-MEDIUM (feel; no geometry errors reported)
|
||||
**Filed:** 2026-06-11 (user, same gate session)
|
||||
**Component:** camera (collision sweep / smoothing)
|
||||
|
||||
**Symptom (user):** "does not feel as smooth as retail — like it's dragging
|
||||
over walls instead of gliding when I turn in cramped spaces, a bit jittery."
|
||||
Likely the camera-collision sweep (verbatim `SmartBox::update_viewer` port,
|
||||
Residual A) lacking retail's smoothing of the collided boom distance, or
|
||||
per-tick re-collide jitter against near walls. Pre-existing (not from the
|
||||
#113/#112 session — render-only + membership-gate changes). Investigate
|
||||
retail's viewer-distance smoothing (update_viewer region) before touching.
|
||||
|
||||
---
|
||||
|
||||
# Recently closed
|
||||
|
||||
## #113 — Phantom exterior staircase (Holtburg meeting hall): PView shell clip was never GL-enabled — [FIXED 2026-06-10 · 927fd8f, user visual gate pending]
|
||||
## #113 — Phantom exterior staircase (Holtburg meeting hall): PView shell clip was never GL-enabled — [FIXED 2026-06-10 · 927fd8f + scope 9ce335e; outdoor half user-verified 2026-06-11]
|
||||
|
||||
**Status:** FIXED (self-gated by screenshot comparison at the original spot —
|
||||
phantom gone; formal user visual gate pending)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue