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