docs: render-pipeline SSOT section + #78 reset pointer (redo of edits that silently failed)
The architecture and ISSUES edits in the prior commit (0013819) failed silently because
they were anchored on the session-reminder's rendering of the files, not the real text.
Redone against actual content:
- architecture doc: new 'Render Pipeline (SSOT)' section — the 3-gate patchwork vs the
unified-PView target + the one rule (compute visibility once, enforce it once).
- ISSUES #78: promoted to the render-architecture-reset target; points to the canonical
handoff + the architecture section.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -358,6 +358,20 @@ terrain by indoor-cell visibility (port retail `CEnvCell::find_visible_child_cel
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[`docs/research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md`](research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md)
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(residual 1).
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**2026-05-31 (PM) — promoted to the RENDER ARCHITECTURE RESET target.** A week of
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point-fixing produced no shippable indoor render. #78 is now understood as the visible
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symptom of an architectural gap, NOT a standalone bug: acdream enforces visibility via
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THREE inconsistent gates (terrain `TerrainClipMode` / shell per-cell clip / entity
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`ParentCellId` filter with a `ParentCellId==null` outdoor-stab bypass) instead of retail's
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ONE PView gate. Direct evidence (`[shell]` probe, `ACDREAM_PROBE_SHELL`) RULED OUT every
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other subsystem: the interior cell shells render fine (geometry/texture/opaque/depth
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correct); the residual is purely that outdoor geometry isn't gated to portal openings
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when indoors. The fix is the unified PView gate (one traversal → one gate for ALL
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geometry), which closes #78 + transparent walls + grey enclosure together. **Canonical
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(read first):**
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[`docs/research/2026-05-31-render-architecture-reset-handoff.md`](research/2026-05-31-render-architecture-reset-handoff.md)
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+ the "Render Pipeline" section of `docs/architecture/acdream-architecture.md`.
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---
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## #79 — Indoor lighting: spurious spot lights on walls
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