docs: abandon two-pipe render approach; scope Phase U (unified retail-faithful pipeline)

Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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Erik 2026-05-30 11:35:41 +02:00
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@ -725,6 +725,22 @@ Visual side-by-side passed: Holtburg town, inn interior, dungeon all
render identically to pre-O. Spec:
[`docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md`](docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md).
**2026-05-30 — RENDER PIPELINE PIVOT (read this first).** The two-pipe
(inside / outside) render approach is **ABANDONED**. acdream inherited a
WorldBuilder-style split — a normal outdoor draw plus a separate flat
`RenderInsideOut` stencil pass toggled on `cameraInsideBuilding` — and that
split is the root cause of every indoor seam bug (the flap, missing/transparent
walls, terrain bleeding into interiors). Retail has no such split; it renders
through one portal-visibility traversal (`PView`) and is seamless by
construction. We are building **Phase U — a single unified retail-faithful
render pipeline**. This supersedes the A8/A8.F two-pipe arc (issue #103). The
camera-collision work (retail `SmartBox::update_viewer` spring arm) + a
physics viewer-cap fix **SHIPPED this session and are kept** (they're real and
retail-faithful, just not the seam fix). Full decision + scope + next-session
pickup prompt:
[`docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md`](docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md).
The M1.5 narrative below is history retained for context.
**Currently working toward: M1.5 — Indoor world feels right** (resumed
from 2026-05-20 baseline after Phase O ship). **A6.P1 + A6.P2 + A6.P3
slice 1 SHIPPED 2026-05-21.** **A6.P3 slice 2 v2 SHIPPED 2026-05-22**