revert(render): BR-2 depth discipline - the gate proved #108 is MEMBERSHIP, not depth
Visual gate (2026-06-11) on the seal+punch build, then on the punch-reverted build, isolated the truth: - With the punch wired: #108 (cellar grass-sweep) gone BUT the player/NPCs go transparent by exactly their overlap with any doorway viewed from outside (the far-Z punch erases the depth of dynamic objects standing in the aperture, so the interior paints over them). - With ONLY the punch reverted (seal+full-clear kept): characters render correctly AND #108 is BACK. The punch is wired for OUTDOOR roots + the look-in path ONLY; it never runs on a clean interior (cellar) frame. For it to have suppressed #108, the cellar-transition frames must render through the OUTDOOR root -> the player is being classified OUTDOOR mid-cellar (the known #112/#106 cellar membership ping-pong). So: - #108 is a MEMBERSHIP bug (render is downstream of membership); the punch was MASKING it, harmfully. Re-attributed to the membership track. - The interior-root SEAL addresses a case that is NOT #108 (confirmed: #108 isn't an interior-root frame), so it has no verified visible effect yet. Per no-workarounds + verify-before-layering: reverted ALL of BR-2's depth machinery (seal, punch, the per-slice->full-clear swap) to the pre-BR-2 baseline (restored from6cba950). The phantom-site probe (6cba950) is kept. PortalDepthMaskRenderer.cs is KEPT as a RESERVED, unwired primitive (it is verified-correct; the depth discipline will be rebuilt during BR-3 with dynamics-after-interior ordering, where it can be verified against the shell-chop deletion). What survives from this session's execution: BR-1 (already-equivalent,695eca2) stands. #108 moves to membership. BR-2 to be re-approached under BR-3 with correct ordering. No net production behavior change vs6cba950. Suites: build green, App 226 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -9,6 +9,18 @@ namespace AcDream.App.Rendering;
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/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
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/// (Ghidra 0x0059bc90, pc:424490).
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///
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/// <para><b>⚠ RESERVED — NOT wired into the frame as of 2026-06-11.</b> The
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/// first BR-2 attempt wired this as a seal (interior root) + punch (outdoor /
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/// look-in) and was reverted at the visual gate: the outdoor far-Z punch
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/// erased the depth of DYNAMIC objects (player / NPCs) standing in a door
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/// aperture, so the interior painted over them. The gate also proved #108
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/// (cellar grass-sweep) is a MEMBERSHIP bug, not a depth bug — the punch was
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/// only masking it on outdoor-classified cellar frames. The correct depth
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/// discipline (punch → interior → dynamics-last ordering) will be rebuilt
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/// during BR-3 when it can be verified against the shell-chop deletion. This
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/// class is the verified-correct depth-write primitive kept for that work; it
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/// has no callers today.</para>
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///
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/// <para>Retail projects a portal polygon, software-clips it against the
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/// installed portal view (<c>polyClipFinish</c>), and draws the survivor as a
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/// COLOR-INVISIBLE triangle fan with depth-test ALWAYS + depth-write ON:</para>
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