docs: #108 re-attributed render -> membership (BR-2 gate finding)
The BR-2 punch/seal gate proved #108 (cellar grass-sweep) is a membership flip (player classified outdoor mid-cellar), not a render depth bug. The punch only masked it on outdoor-root frames. Move #108 to the membership track; the interior depth seal is a separate mechanism that does not fix it.
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@ -3676,18 +3676,28 @@ Unverified. The likely culprits, ranked by suspected probability:
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening
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**Status:** OPEN
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**Status:** OPEN — **RE-ATTRIBUTED to MEMBERSHIP 2026-06-11** (was: render)
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**Severity:** MEDIUM
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**Component:** render / indoor PView (OutsideView slice vs interior-root depth handling)
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**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip)
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During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor
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shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the
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floor to cover it (as if watching it from below) and lowering back down when crossing up"
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(user gate, 2026-06-10, post-`dac8f6a`). Likely the landscape drawn through the OutsideView
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slice while the viewer is in the stairwell, with the eye below outdoor terrain height — the
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terrain surface crosses the doorway region as the eye rises. Needs its own capture (probe
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run on the cellar stairs) to pin whether the OutsideView region, the doorway depth-clear,
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or terrain-vs-cell draw order is at fault.
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(user gate, 2026-06-10, post-`dac8f6a`).
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**ROOT CAUSE FOUND (BR-2 visual gate, 2026-06-11):** this is NOT a render depth bug — it
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is a MEMBERSHIP flip. The BR-2 far-Z punch (wired for OUTDOOR roots + look-in ONLY)
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suppressed #108 when wired and #108 returned when reverted; since the punch never runs on a
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clean interior frame, the grass-sweep frames must render through the **outdoor root**, i.e.
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**the player is being classified OUTDOOR mid-cellar** (the #112/#106 cellar membership
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ping-pong family). The outdoor root then draws the landscape, whose terrain crosses the
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doorway region as the eye rises. The punch was MASKING it — and harmfully (it erased the
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depth of dynamic objects standing in doorways, so characters went transparent by their
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overlap with the opening; reverted `88be519`). **Fix belongs in the membership track:**
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stop the cellar-transition root from flipping to outdoor (render is downstream of
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membership). The genuine interior-root exit-door depth seal (retail
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`DrawPortalPolyInternal` maxZ2, kept reserved in `PortalDepthMaskRenderer.cs`) is a
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separate real mechanism to rebuild under BR-3 — it does NOT fix #108.
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---
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