feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight
cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) + the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame, stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell. - LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet. Objects keep SelectForObject (minimize_object_lighting). Pins: SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap. - Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies 0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb. #176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence): NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable 100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY: docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -149,13 +149,19 @@ the connecting opening, and stays rendered through the full descent.
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## #176 — Purple flashing on dungeon floors at cell seams, camera-angle dependent
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**⚠️ UPDATE 2026-07-06 (visual gate) — the light-set/camera-cap theory is REFUTED.** The
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A7 scoping fix shipped + was probe-validated (~285 through-floor lights dropped/frame),
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yet the purple flash was UNCHANGED. `[light-detail]` names the real cause: a single
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over-bright purple POINT light — `kind=Point range=9 intensity=100 color=(0.784,0,0.784)`
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(200/255,0,200/255) — washing the floor. NEXT: identify its owning entity/Setup; decide
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whether `intensity=100` is a dat mis-parse or a portal/effect light we render wrong. Not
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set-composition, not through-floor. See the render digest banner.
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**⚠️ UPDATE 2026-07-06 (final — cdb-confirmed, RenderDoc handoff) — it's a RUNTIME draw
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z-fight, NOT lighting.** Full elimination table + plan:
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`docs/research/2026-07-06-176-seam-floor-zfight-handoff.md`. The purple WEDGE SHAPE is
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retail-FAITHFUL — cdb (`tools/cdb/issue176-floor-light.cdb`) proved retail applies the same
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4 intensity-100 magenta portal lights + the viewer fill to EVERY Hub cell via D3D hardware,
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so the faceted per-vertex purple is exactly what retail shows. The only defect is the
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FLICKER, eliminated as: NOT lighting (per-light cap + all-dynamic-per-cell both no-change),
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NOT membership (render cell `0x8A020164` stable on 100% of 188k frames / 526 angles), NOT dat
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geometry (coplanar sweep empty at the z=−6 corridor floor, incl. cell `0164`). → a RUNTIME
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double-draw of the seam floor. Suspects: the `+0.02 m` shell lift (AP-32/#130), the #178
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double-sided cell-shell stopgap, a portal depth-mask. **NEXT: RenderDoc pixel-history** on a
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flickering floor pixel to name the two fighting draws. Shipped this arc (retail-faithful, NOT
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the fix): scoping `c500912b` + `SelectForCell` (all-dynamic-lights-per-cell).
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**Status:** OPEN
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**Severity:** MEDIUM (visible artifact along every corridor seam in the M1.5 dungeon)
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