docs: Phase A8.F visual-gate failure handoff + issue #103
A8.F (retail portal-frame port) shipped Tasks 0-8 but failed its visual gate: indoor branch renders broadly wrong at runtime (terrain over walls, transparent/ invisible walls). Default game unaffected (branch gated behind ACDREAM_A8_INDOOR_BRANCH). Two compounding root causes documented (OutsideView under-produces; Job-A/B else-branch floods ungated terrain) + apparatus + a first-fix hypothesis + pickup prompt. Filed #103. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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## #103 — Phase A8.F portal-frame indoor rendering broken at runtime (visual-gate failure)
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**Status:** OPEN
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**Severity:** MEDIUM (opt-in branch only — default game unaffected)
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**Filed:** 2026-05-29
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**Component:** render (indoor visibility)
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**Description:** With `ACDREAM_A8_INDOOR_BRANCH=1`, the A8.F retail portal-frame port
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renders indoor/outside-in broadly wrong: cottage/cellar interiors covered in outdoor
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terrain with transparent walls; invisible walls in other houses from inside and outside.
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Default game (env var off) is unaffected — `cameraInsideBuilding = a8IndoorBranchEnabled
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&& inside` (GameWindow.cs:7343). The old cellar flap remains in the default path.
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**Root cause / status:** Two compounding causes (evidence in the handoff): (1) the
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`OutsideView` builder under-produces — `OUTSIDEVIEW polys=0` most frames, and when
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non-empty it doesn't recursively narrow (cellar shows ~full window). (2) The Task-6
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Job-A/B decoupling draws terrain UNGATED when `OutsideView` is empty (`else` branch),
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flooding the cell interior over the (correctly-rendered) walls. Cell walls DO render
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(`[opaque]` tris=50-108). Projection math is correct; the builder integration is fragile.
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**Files:** `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs` (builder under-produces);
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`src/AcDream.App/Rendering/GameWindow.cs` `RenderInsideOutAcdream` Step-4 `else` ungated-terrain (~11142).
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**Research:** [docs/research/2026-05-29-a8f-visual-gate-failure-handoff.md](research/2026-05-29-a8f-visual-gate-failure-handoff.md) (root-cause analysis, apparatus, first-fix hypothesis, pickup prompt).
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**Acceptance:** Holtburg cottage cellar renders with solid walls and no terrain flood;
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terrain shows only through correctly-clipped portal openings; no invisible walls.
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Related: #102 (builder dungeon-scaling fixpoint).
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# Active issues
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