fix(portal): synchronize destination presentation state
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42 changed files with 2815 additions and 288 deletions
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@ -24,7 +24,7 @@ OUTSIDE SLICE — DrawLandscapeThroughOutsideView (RetailPViewRenderer.cs:214-23
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SKYRENDERER — src/AcDream.App/Rendering/Sky/SkyRenderer.cs (WB SkyboxRenderManager port): RenderSky draws the pre-scene partition (Properties bit 0x01 clear), RenderWeather the post-scene partition (bit set) (:106-144, 219-235 — correct retail bit semantics, citing MakeObject 0x00506ee0). GL state: depth test OFF + depth mask OFF + cull off + per-submesh additive/alpha blend (:194-210) — equivalent to retail's DEPTHTEST_ALWAYS/no-write. View translation zeroed = camera-centred sky (:175-178). Weather −120 offset applied as a CAMERA-RELATIVE model translation for bit4 && !bit8 objects (:307-308). Fog-override bit 0x02 skip implemented (:240-241). sky.vert writes gl_ClipDistance from the terrain-clip UBO (src/AcDream.App/Rendering/Shaders/sky.vert:153) so the doorway slices genuinely clip sky and rain.
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SCENERY — SceneryGenerator.Generate (src/AcDream.Core/World/SceneryGenerator.cs:86 via WbSceneryAdapter) → GameWindow.BuildSceneryEntitiesForStreaming (GameWindow.cs:5290-5473): scenery becomes WorldEntity ids 0x80XXYYII with MeshRefs and NO ParentCellId (5463-5472) → lands in the Outdoor partition bucket → drawn once per outside slice with per-entity frustum cull + slice clip planes. Building suppression at generation uses a 9×9 vertex-grid set derived from building origins (5310-5316). There are no per-LandCell object lists outdoors — the bucket is flat.
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SCENERY — SceneryGenerator.Generate (src/AcDream.Core/World/SceneryGenerator.cs:86 via WbSceneryAdapter) → GameWindow.BuildSceneryEntitiesForStreaming (GameWindow.cs:5290-5473): scenery becomes WorldEntity ids 0x8XXYYIII (bit-31 class + X8/Y8/counter12) with MeshRefs and NO ParentCellId (5463-5472) → lands in the Outdoor partition bucket → drawn once per outside slice with per-entity frustum cull + slice clip planes. Building suppression at generation uses a 9×9 vertex-grid set derived from building origins (5310-5316). There are no per-LandCell object lists outdoors — the bucket is flat.
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## DIVERGENCES
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