docs(render): Phase R0 — lock the render-redesign design spec (brainstorm outcome)

Resolves the plan §3 open questions with the user this session:
- object/entity/particle draw = LITERAL PER-CELL LOOP (retail DrawCells),
  not a global MDI batch with per-instance clip. Fidelity > perf > blast-radius.
- sequencing = HOLISTIC: build the per-cell DrawInside directly; no intermediate
  global-pass gate-fix. First visual gate = sealed cottage interior, no bleed.
- terrain in the seal = FAITHFUL: drawn only through the exit-portal clip, never
  as a floor under the interior. Inventory's 'relax Skip' suggestion REJECTED as a
  non-retail workaround; grey-floor = a sealing bug (verify cell mesh in R1).
- WB mesh pipeline KEPT (per-cell draws from the global buffers, batched within a
  cell); two-camera invariant preserved (eye projects, player cell roots visibility).

Phases (holistic): R1 unified per-cell DrawInside (the core) -> R2 outside-looking-in
(DrawPortal) -> R3 dungeons -> R4 polish+cleanup. Each ends GREEN + a user visual gate.
Retail anchors cited throughout (RenderNormalMode 0x453aa0, DrawCells 0x5a4840, etc).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Erik 2026-06-02 19:18:59 +02:00
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@ -134,6 +134,13 @@ rewrite.** No stencil two-pipe, no `isInside` gate, no AABB grace-frame, no WB `
---
## 3. Open questions for the R0 brainstorm
> **RESOLVED 2026-06-02** in [`docs/superpowers/specs/2026-06-02-render-pipeline-redesign-design.md`](../specs/2026-06-02-render-pipeline-redesign-design.md) §1.
> Outcome: object/entity/particle draw = **literal per-cell loop** (retail `DrawCells`), not global MDI;
> sequencing = **holistic** (build the per-cell `DrawInside` directly, no intermediate global-pass gate-fix);
> terrain in the seal = **faithful** (only through the exit-portal clip; the "relax Skip" suggestion is
> rejected as a workaround); WB mesh pipeline kept (per-cell draws from the global buffers); two-camera
> invariant preserved (eye projects, player cell roots visibility). The design spec is the locked authority.
- **Outdoor scenery while a door is open:** when indoors looking out, the visible outdoor scenery
(the cottage across the street) must draw — but clipped to the doorway. Does that come for free
from "LScape through the exit portal" (terrain + scenery both), or does scenery need its own