revert #176/#177 cap raise: the uncapped light pool exposes unported per-cell reach semantics — defer to A7

The MaxGlobalLights 128->1024 fix (4d25e04d) was live-tested and made
the eviction pops stop — but with the full 366-fixture pool active,
three unported retail lighting semantics dominate the Facility Hub:

(a) lights reach THROUGH solid floors/walls: retail registers lights
    per-CELL (insert_light 0x0054d1b0) so the under-room portals'
    purple light never touches the corridor above; our flat
    sphere-overlap selection has no reach/occlusion notion — rooms
    washed magenta (user screenshot).
(b) stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9x
    retail's static 1/d3 bake curve at 3m) — the #143 isDynamic
    assignment is wrong for ACE-served world fixtures.
(c) an unexplained striped z-fight-like artifact on lit floor regions
    (user screenshot; no coincident dat geometry — the coplanar-pair
    sweep came back empty; not a striped texture — all corridor
    surfaces are plain Base1Image stone).

Reverted to 128. The cap is now documented as a LOAD-BEARING STOPGAP:
it accidentally approximates per-cell reach by keeping the pool local
to the camera. The #176/#177 root cause (cap eviction popping per-cell
light sets) stays CONFIRMED and fully documented; the real fix is the
A7 dungeon-lighting arc: per-cell light registration + the static
fixture curve + the stripe hunt, THEN uncap. The desired-end-state pin
is kept as Skip with the full pointer. Register row AP-85 rewritten to
match reality; ISSUES #176/#177 back to OPEN with the complete
mechanism story.

Suites: Core 2591+3skip / App 719 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 23:11:18 +02:00
parent 4d25e04d83
commit d591e3bbe5
5 changed files with 169 additions and 48 deletions

View file

@ -106,23 +106,34 @@ corridor, and (c) pops into existence on entering the room. Classic
portal-visibility miss: the stair geometry's cell is not reached by the
portal flood from the viewer's cell until the viewer crosses into it.
**Status update:** 🟡 FIX SHIPPED 2026-07-06 — pending user gate.
**Root cause (found via the probe launch):** the geometry never vanished —
its LIGHTS did. `BuildPointLightSnapshot` kept only the `MaxGlobalLights=128`
point lights nearest THE CAMERA; the Facility Hub registers 366 fixtures, so
238 were evicted per frame by camera distance. A room whose torches all
ranked past the cap rendered at bare 0.2 ambient (near-black in a dungeon =
"not visible"); approaching re-admitted them ("pops into existence"); the
eviction boundary sweeping with the camera dropped the ramp's lights
mid-descent ("disappears on the last step"). Retail's
`minimize_object_lighting` (0x0054d480) has no global camera-nearest cap.
**FIX:** cap raised to a non-biting 1024 safety valve (register row AP-85);
pin `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`
(RED at 128, GREEN at 1024). Investigation ledger (12 refuted mechanisms +
the probe run that discriminated):
**Status:** OPEN — root cause CONFIRMED; fix DEFERRED to the A7
dungeon-lighting arc (the cap-raise fix was live-tested and REVERTED,
see below).
**Root cause (confirmed via the probe launches):** the geometry never
vanishes — its LIGHTS do. `BuildPointLightSnapshot` keeps only the
`MaxGlobalLights=128` point lights nearest THE CAMERA; the Facility Hub
registers 366 fixtures, so 238 are evicted per frame by camera distance.
A room whose torches all rank past the cap renders at bare 0.2 ambient
(near-black in a dungeon = "not visible"); approaching re-admits them
("pops into existence"); the eviction boundary sweeping with the camera
drops the ramp's lights mid-descent ("disappears on the last step").
Retail's `minimize_object_lighting` (0x0054d480) has no global
camera-nearest cap.
**Why the fix is deferred:** raising the cap to 1024 (commit `4d25e04d`)
made the pops stop but exposed three unported retail lighting semantics
that DOMINATE the frame with the full pool active: (a) lights reach
through solid floors/walls — retail registers lights per-CELL
(`insert_light` 0x0054d1b0) so the under-room portal light never touches
the corridor above; our flat sphere-overlap has no reach notion; (b)
stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9× retail's
static 1/d³ at 3 m — the #143 isDynamic misassignment for ACE-served
fixtures); (c) an unexplained striped z-fight-like artifact on lit floor
regions (user screenshot). Reverted to 128 (`AP-85` documents the
stopgap; the desired-end-state pin is Skip'd in LightManagerTests).
**A7 fix shape:** per-cell light registration (insert_light port) +
static curve for stationary fixtures + the stripe hunt, THEN uncap.
Full investigation ledger:
`docs/research/2026-07-06-176-177-render-pair-investigation.md`.
**Gate:** stairs/stair room stay visible (lit) from the corridor, through
the descent, at all approach angles.
**Acceptance:** the staircase renders whenever its room is visible through
the connecting opening, and stays rendered through the full descent.
@ -143,25 +154,28 @@ render; the physics fix landed (seam shake gone, user-gated) and the flash
REMAINS — so it is a render-side issue in its own right, correlated with
camera angle.
**Status update:** 🟡 FIX SHIPPED 2026-07-06 — pending user gate.
**Root cause (found via the probe launch):** per-cell LIGHTING pops, not a
draw failure. The probe run reproduced the flash while the ambient branch
([light] insideCell/0.2 grey — stable) and the portal flood ([pv-input] —
zero drops in 54k frames) were provably healthy — which eliminated the
last CPU-side theories and exposed the one channel the probes could not
see: per-cell 8-light SET COMPOSITION. `BuildPointLightSnapshot` kept the
128 lights nearest THE CAMERA of the Hub's 366 registered fixtures; an
in-range torch of a visible cell that ranked past the cap was evicted, so
that CELL's Gouraud lighting flipped as the camera moved — discontinuity
lines at exactly cell-seam granularity, camera-angle dependent (the chase
boom swings the camera position, re-ranking the 128), and a torch-losing
floor drops to dim blue-grey stone (the perceived purple flash). Twelve
other mechanisms refuted first — ledger in
**Status:** OPEN — root cause CONFIRMED; fix DEFERRED to the A7
dungeon-lighting arc (see #177 for the revert story — same mechanism,
same deferral).
**Root cause (confirmed via the probe launches):** per-cell LIGHTING pops,
not a draw failure. The probe run reproduced the flash while the ambient
branch ([light] — stable 0.2 grey) and the portal flood ([pv-input] —
zero drops in 54k frames) were provably healthy, which eliminated the
last CPU-side theories and left the one channel the probes cannot see:
per-cell 8-light SET COMPOSITION. The camera-capped snapshot (128 of the
Hub's 366 fixtures, nearest-to-camera) evicts in-range lights of visible
cells; the flipping unit is a CELL, so the discontinuities sit at exactly
cell-seam granularity, swing with the camera position (the chase boom),
and the dominant flipping light is the under-room PORTALS' purple —
hence purple flashes on the floor. Twelve other mechanisms were refuted
first — ledger in
`docs/research/2026-07-06-176-177-render-pair-investigation.md`.
**FIX:** `MaxGlobalLights` 128 → 1024 non-biting safety valve (AP-85);
pin `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`.
**Gate:** no purple/lighting flashes on floors at corridor seams from any
camera angle while running the 015E↔017A loop.
**Deferral:** the uncapped pool (live-tested `4d25e04d`, reverted)
stabilizes the pops but floods rooms with through-floor portal light
(no per-cell reach semantics), over-strong dynamic-curve fixture light,
and a striped floor artifact — the A7 arc owns the real fix (per-cell
`insert_light` registration + static fixture curve + stripe hunt, then
uncap). Register row AP-85.
**Acceptance:** no purple/placeholder flashes on dungeon floors from any
camera angle at the corridor seams.

View file

@ -179,7 +179,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables (R4-V4 note; pre-existing mechanism, row added per the V4 plan) | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
| AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) |
| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = (speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
| AP-85 | **Per-frame flat point-light snapshot with a 1024 nearest-to-camera safety cap** (#176/#177 fix, 2026-07-06): acdream collects ALL lit point/spot lights into one flat per-frame snapshot (`BuildPointLightSnapshot`) that per-cell/per-object selection (`SelectForObject`, the faithful AP-16 8-cap) draws from; retail registers lights per-CELL (`insert_light` 0x0054d1b0) and consults the reaching set with NO global pool cap. The previous cap of 128 BIT in the Facility Hub (366 registered fixtures → 238 camera-distance evictions/frame → in-range torches of VISIBLE cells dropped from their 8-sets → per-cell Gouraud lighting popped with camera movement = the #176 purple seam flash + the #177 stair-room light pop-in) | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights`, `BuildPointLightSnapshot`); pin `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant` | The flat scan is a perf-shape adaptation (feel-identical while the cap never bites); per-object selection stays retail's `minimize_object_lighting` 8-nearest | If content ever registers >1024 lit lights in relevance range, per-cell sets silently become camera-dependent again — the #176/#177 pop class returns. Raise the cap, don't tune it | `minimize_object_lighting` 0x0054d480 (no global pool cap); `insert_light` 0x0054d1b0 (per-cell registration) |
| AP-85 | **Per-frame flat point-light snapshot capped at the 128 lights nearest THE CAMERA** (`BuildPointLightSnapshot`); retail registers lights per-CELL (`insert_light` 0x0054d1b0) and `minimize_object_lighting` (0x0054d480) consults the reaching set with NO global pool cap. The cap BITES in the Facility Hub (366 registered fixtures → 238 evictions/frame) and the eviction is the CONFIRMED mechanism of #176 (purple seam flash — an in-range torch of a visible cell ranks past the cap and drops from that cell's 8-set; per-cell Gouraud pops as the camera moves) + #177 (a stair room's fixtures all past the cap render it 0.2-ambient-dark until approach). ⚠️ Raising to 1024 was live-tested 2026-07-06 and REVERTED: the uncapped pool exposes (a) light-through-solid-floors (no per-cell reach/occlusion — the under-room portal light washes the corridor above), (b) stationary weenie fixtures on the DYNAMIC 1/d falloff (~9× retail's static 1/d³ at 3 m; #143 misassignment for ACE-served fixtures), (c) an unexplained striped floor artifact. Fix = the A7 arc: per-cell light registration + static curve for fixtures + the stripe hunt, THEN uncap | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights` — the load-bearing-stopgap comment); desired-end-state pin (Skip) `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant` | The 128 cap keeps the light pool local to the camera, which accidentally APPROXIMATES per-cell reach (far lights can't leak through floors into view) — the least-wrong state until A7 ports real per-cell registration | The #176/#177 pop class stays live until A7 (purple flashes at seams; unlit rooms popping lit on approach); any dungeon with >128 fixtures has camera-dependent per-cell lighting | `minimize_object_lighting` 0x0054d480 (no global pool cap); `insert_light` 0x0054d1b0 (per-cell registration); `calc_point_light` 0x0059c8b0 (static 1/d³ bake curve) |
| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose (the closed pose for doors — `GameWindow.MotionTableDefaultPose`); retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Rendering/GameWindow.cs` (`MotionTableDefaultPose` + the RegisterServerEntityCollision override); `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). NOT exercised in M1.5: no mover sets PerfectClip (players never do; the non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified). Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail is dead code until missiles arm PerfectClip | If missiles (F.3) arm PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping missiles | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |

View file

@ -176,18 +176,28 @@ public sealed class LightManager
public const int MaxLightsPerObject = 8;
/// <summary>Hard cap on the per-frame global point-light snapshot the shader
/// indexes. #176/#177 (2026-07-06): the old value of 128 BIT in the Facility
/// Hub — 366 registered fixtures, so 238 were evicted per frame by camera
/// distance. An in-range torch of a VISIBLE cell that ranked past the cap
/// dropped out of the cell's 8-light set, so per-cell Gouraud lighting popped
/// as the camera moved (the purple seam flash / the stair-room pop-in).
/// Retail's <c>minimize_object_lighting</c> (0x0054d480) has NO global
/// camera-nearest cap — every registered light reaching an object is a
/// candidate. 1024 is a pure safety valve (the whole Facility Hub registers
/// 366; GlobalLightPacker grows to fit, 64 B/light on the GPU) and must never
/// bite at real content scale — if it ever does, raise it, don't tune it.
/// Pin: LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant.</summary>
public const int MaxGlobalLights = 1024;
/// indexes. ⚠️ LOAD-BEARING STOPGAP — read before touching (#176/#177,
/// 2026-07-06): this cap BITES in the Facility Hub (366 registered fixtures →
/// 238 camera-distance evictions/frame), and the eviction is the CONFIRMED
/// mechanism of the #176 purple seam flash + the #177 stair-room light
/// pop-in — an in-range torch of a visible cell that ranks past the cap
/// drops out of that cell's 8-set, so per-cell Gouraud lighting pops as the
/// camera moves. Retail's <c>minimize_object_lighting</c> (0x0054d480) has
/// NO global camera-nearest cap. HOWEVER: raising the cap to 1024 was
/// live-tested 2026-07-06 and REVERTED — with the full pool active, three
/// unported retail lighting semantics dominate the frame: (a) lights reach
/// THROUGH solid floors/walls (retail registers lights per-CELL via
/// <c>insert_light</c> 0x0054d1b0 — a portal's purple light below never
/// touches the corridor above; our flat sphere-overlap selection has no
/// reach/occlusion notion), (b) stationary weenie fixtures ride the DYNAMIC
/// 1/d falloff (~9× stronger at 3 m than retail's static 1/d³ bake curve),
/// (c) an unexplained striped z-fight-like artifact on lit floor regions
/// (user screenshot, launch-176-texflush session). The proper fix is the
/// A7 dungeon-lighting arc: per-cell light registration + the static curve
/// for fixtures + the stripe hunt, THEN uncap. Register row AP-85; desired
/// end-state pin (currently Skip):
/// LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant.</summary>
public const int MaxGlobalLights = 128;
private readonly List<LightSource> _pointSnapshot = new();

View file

@ -271,7 +271,13 @@ public sealed class LightManagerTests
/// end-to-end property: a light in range of an object stays selected no
/// matter where the camera is, at Facility-Hub-scale light counts.
/// </summary>
[Fact]
[Fact(Skip = "#176/#177: the camera-invariant pool is the DESIRED retail end-state " +
"(minimize_object_lighting has no global cap), but uncapping was live-tested " +
"2026-07-06 and reverted — it exposes unported per-cell light-reach semantics " +
"(through-floor light), the dynamic-vs-static falloff misassignment for weenie " +
"fixtures, and an unexplained striped floor artifact. Un-skip when the A7 " +
"dungeon-lighting arc lands per-cell registration (insert_light 0x0054d1b0) " +
"and raises MaxGlobalLights. See ISSUES #176/#177 + register row AP-85.")]
public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
{
var mgr = new LightManager();

View file

@ -233,6 +233,94 @@ public class Issue176177DungeonSeamInspectionTests
}
}
/// <summary>
/// #176 THE STRIPES (user screenshot, 2026-07-06 evening): a floor region
/// z-fights in regular bands between a purple-lit copy and an unlit copy —
/// two COINCIDENT DRAWN surfaces with different per-cell light sets. This
/// sweep hunts the pair in the dat: every pair of DRAWN polys across the
/// corridor neighborhood that is coplanar AND overlapping in area. Before
/// the light-cap fix both copies were usually equally unlit (the purple
/// portal light was cap-evicted) so the fight was invisible; the stable
/// light exposed it.
/// </summary>
[Fact]
public void CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
// Seed cells around the screenshot location (the 016E/017A seam) +
// one portal ring.
var cellIds = new HashSet<uint> { 0x8A020165u, 0x8A02016Eu, 0x8A02017Au };
foreach (var seed in new List<uint>(cellIds))
{
var seedCell = dats.Get<EnvCell>(seed);
if (seedCell is null) continue;
foreach (var p in seedCell.CellPortals)
cellIds.Add(0x8A020000u | p.OtherCellId);
}
// Collect all DRAWN polys world-space per cell.
var drawn = new List<(uint CellId, ushort PolyId, Vector3 N, float D,
Vector3 Min, Vector3 Max, uint SurfaceId)>();
foreach (var cellId in cellIds)
{
var loaded = LoadCell(dats, cellId);
if (loaded is null) continue;
var (cell, cs) = loaded.Value;
var world = WorldTransform(cell);
foreach (var (id, poly) in cs.Polygons)
{
if (!WouldDraw(poly, cell)) continue;
var w = WorldVerts(cs, poly, world);
if (w.Count < 3) continue;
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
float d = Vector3.Dot(n, w[0]);
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
drawn.Add((cellId, id, n, d, min, max, surfaceId));
}
}
_out.WriteLine($"cells={cellIds.Count} drawnPolys={drawn.Count}");
int pairs = 0;
for (int i = 0; i < drawn.Count; i++)
{
for (int j = i + 1; j < drawn.Count; j++)
{
var a = drawn[i]; var b = drawn[j];
if (a.CellId == b.CellId && a.PolyId == b.PolyId) continue;
float align = Vector3.Dot(a.N, b.N);
if (MathF.Abs(align) < 0.999f) continue;
float dB = align > 0 ? b.D : -b.D;
if (MathF.Abs(a.D - dB) > 0.02f) continue; // same plane within 2 cm
// Overlap in world AABB, with meaningful area in the plane.
float ox = MathF.Min(a.Max.X, b.Max.X) - MathF.Max(a.Min.X, b.Min.X);
float oy = MathF.Min(a.Max.Y, b.Max.Y) - MathF.Max(a.Min.Y, b.Min.Y);
float oz = MathF.Min(a.Max.Z, b.Max.Z) - MathF.Max(a.Min.Z, b.Min.Z);
if (ox < 0.05f || oy < 0.05f) continue;
// For horizontal planes require XY overlap area; for walls allow thin Z.
bool horizontal = MathF.Abs(a.N.Z) > 0.85f;
if (horizontal && ox * oy < 0.05f) continue;
if (!horizontal && oz < 0.05f) continue;
pairs++;
_out.WriteLine(
$">>> COPLANAR-OVERLAP {(a.CellId == b.CellId ? "SAME-CELL" : "CROSS-CELL")}: " +
$"0x{a.CellId:X8} poly {a.PolyId} (surf 0x{a.SurfaceId:X8}) <-> " +
$"0x{b.CellId:X8} poly {b.PolyId} (surf 0x{b.SurfaceId:X8}) " +
$"n=({a.N.X:F2},{a.N.Y:F2},{a.N.Z:F2}) align={align:F3} " +
$"overlap x={ox:F2} y={oy:F2} z=[{MathF.Max(a.Min.Z, b.Min.Z):F2}..{MathF.Min(a.Max.Z, b.Max.Z):F2}]");
}
}
_out.WriteLine($"coplanar overlapping drawn pairs: {pairs}");
}
/// <summary>
/// #176 candidate (A2C): the opaque pass derives GL_SAMPLE_ALPHA_TO_COVERAGE
/// from the sampled texture alpha (mesh_modern.frag uRenderPass==0 keeps
@ -379,6 +467,9 @@ public class Issue176177DungeonSeamInspectionTests
[InlineData(0x8A02011Du)]
[InlineData(0x8A020122u)]
[InlineData(0x8A02011Fu)]
[InlineData(0x8A02016Eu)] // corridor cells — the striped-floor screenshot area
[InlineData(0x8A02017Au)]
[InlineData(0x8A020165u)]
public void UnderHall_DrawnPolys_SurfaceColors(uint cellId)
{
var datDir = ResolveDatDir();