revert(render): near plane back to 1.0m pending #110 - 0.1 correlated with missing indoor textures

Bisect (user-gated): two consecutive runs on 0.1 lost indoor textures; the 1.0 bisect run rendered clean. #105 tripwires silent on the bad runs (GL-side). No known mechanism links the near plane to texturing - #110 filed to investigate (RenderDoc / flip-testing) before re-landing retail's znear=0.1, which the corner see-through fix depends on. Comments on all four cameras point at #110 so the retail value is not re-landed blind.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-10 11:02:55 +02:00
parent 137b4f2d25
commit 8bd3492612
5 changed files with 40 additions and 13 deletions

View file

@ -59,9 +59,9 @@ public sealed class ChaseCamera : ICamera
public Matrix4x4 View =>
Matrix4x4.CreateLookAt(Position, _lookAt, Vector3.UnitZ);
// Near plane 0.1 m = retail Render::znear (see RetailChaseCamera.Projection).
// Near plane: retail is 0.1 m, parked pending #110 (see RetailChaseCamera.Projection).
public Matrix4x4 Projection =>
Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 0.1f, 5000f);
Matrix4x4.CreatePerspectiveFieldOfView(FovY, Aspect, 1f, 5000f);
/// <summary>
/// Update the camera position to follow the player. <paramref name="isOnGround"/>