file #131 (portal swirl gone through doorways) + #132 (candle flame vs aperture background) + the [outstage] capture probe
Two user reports from the #124 gate session, both axioms: - #131: "the portal swirl is missing, when I look out from inside a house. Appears when I walk out again." Mechanism frame: under an interior root an outdoor dynamic's particles draw ONLY via the landscape slice's Scene pass (#118 outside-stage routing; #121 excludes them from the last-pass particle callback) - if any link fails, the swirl draws nowhere exactly when indoors. Desk-exonerated already: filter key conventions uniform, the routing predicate correct, sphere from vertex bounds. - #132: "I have a candle ... when a wall is behind it it shows, but if I turn a bit and the opening through a house is behind it candle light disappears." Background-dependent => per-pixel depth/blend at the aperture region, not owner culling. Possible overlap with the #124 look-in sub-pass (new pre-clear content in those pixels) - the pre-77cef4c check is in the issue. Apparatus (env-gated, zero cost off): ACDREAM_PROBE_OUTSTAGE=1 -> [outstage] per-slice outside-stage routing + cone verdict per dynamic (print-on-change, RetailPViewRenderer) + [outstage-pt] slice Scene-particle id set + live attached-emitter match count (GameWindow). One capture standing inside looking at the portal pins which link breaks. Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -4581,6 +4581,67 @@ or distance.
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---
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## #131 — Portal swirl invisible when viewed from inside a building through the doorway
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**Status:** OPEN
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**Severity:** MEDIUM (portals are landmark objects; the through-door view is common)
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**Filed:** 2026-06-12 (user report, #124 gate session)
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**Component:** render — outside-stage dynamics' particles under interior roots (#118/#121 family)
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**Symptom (user, axiom):** "the portal swirl is missing, when I look out
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from inside a house. Appears when I walk out again."
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**Mechanism frame:** under an interior root an outdoor dynamic routes to
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the OUTSIDE stage (`_outsideStageDynamics`, #118) and its particles'
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ONLY path is the landscape slice's Scene pass
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(`_outdoorSceneParticleEntityIds`); the last-pass particle callback
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deliberately excludes outside-stage entities (#121: "already drew in
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the slice"). If any link fails (slice cone verdict, the id set, emitter
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matching, draw order vs the slice's blend state), the swirl draws
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NOWHERE exactly when indoors — and reappears outdoors where
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DrawDynamicsLast + DrawDynamicsParticles take over. Matches the report
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exactly.
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**Desk-exonerated (2026-06-12):** key conventions are uniform
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(`ParticleEntityKey` = ServerGuid-first at all three filter sites);
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`DynamicDrawsInOutsideStage` routes outdoor dynamics correctly;
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`EntitySphere` uses the vertex-derived bounds.
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**Apparatus (shipped, env-gated):** `ACDREAM_PROBE_OUTSTAGE=1` —
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`[outstage]` (per-slice routing + cone verdict per outside-stage
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dynamic, print-on-change) + `[outstage-pt]` (slice Scene-particle id
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set + live attached-emitter matched count). Capture: stand inside,
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look at the portal through the door.
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---
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## #132 — Candle flame disappears when the through-opening background is behind it
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**Status:** OPEN
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**Severity:** LOW-MEDIUM
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**Filed:** 2026-06-12 (user report, #124 gate session)
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**Component:** render — cell-particle compositing vs aperture pixels
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**Symptom (user, axiom):** "I have a candle, when I look at the candle
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when a wall is behind it it shows, but if I turn a bit and the opening
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through a house is behind it candle light disappears."
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**Reading:** BACKGROUND-dependent disappearance — the candle (and its
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owner static) stays in view; only what is behind it changes. That rules
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out viewcone/owner culling (which keys on the candle's own position)
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and points at per-pixel state in the aperture region: depth left by the
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punch/seal/look-in machinery at those pixels, draw order of the cell
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particle pass vs the aperture passes, or blend state. Candidate overlap
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with the #124 look-in sub-pass (new pre-clear content in exactly those
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pixels) — check whether the symptom predates `77cef4c` by looking at a
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candle in front of a doorway WITHOUT a through-house view.
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**Next:** repro at the spot + `ACDREAM_PROBE_OUTSTAGE` lines for the
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same frame; then a depth-state walkthrough of the aperture pixels for
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the cell-particle pass.
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---
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# Recently closed
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## #113 — Phantom staircase: REOPENED 2026-06-11, folded into the HOLISTIC BUILDING-RENDER PORT
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@ -5094,6 +5094,9 @@ public sealed class GameWindow : IDisposable
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private static uint ParticleEntityKey(AcDream.Core.World.WorldEntity entity)
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=> entity.ServerGuid != 0 ? entity.ServerGuid : entity.Id;
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// #131 [outstage-pt] probe state (throwaway — strip when #131 closes).
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private string? _lastOutStagePtSig;
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private static System.Numerics.Vector3 SkyPesAnchor(
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AcDream.Core.World.SkyObjectData obj,
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System.Numerics.Vector3 cameraWorldPos)
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@ -9638,6 +9641,27 @@ public sealed class GameWindow : IDisposable
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foreach (var entity in sliceCtx.OutdoorEntities)
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_outdoorSceneParticleEntityIds.Add(ParticleEntityKey(entity));
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// #131 [outstage-pt] probe: the slice Scene-particle id set + how many
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// live emitters the filter would actually match. Print-on-change.
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeOutStageEnabled
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&& _particleSystem is not null)
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{
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int matched = 0, attached = 0;
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foreach (var (emitter, _) in _particleSystem.EnumerateLive())
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{
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if (emitter.AttachedObjectId == 0) continue;
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attached++;
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if (_outdoorSceneParticleEntityIds.Contains(emitter.AttachedObjectId)) matched++;
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}
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string ptSig = System.FormattableString.Invariant(
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$"ids={_outdoorSceneParticleEntityIds.Count} attachedEmitters={attached} matched={matched}");
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if (ptSig != _lastOutStagePtSig)
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{
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_lastOutStagePtSig = ptSig;
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Console.WriteLine("[outstage-pt] " + ptSig);
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}
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}
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DisableClipDistances();
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if (_outdoorSceneParticleEntityIds.Count > 0
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&& _particleSystem is not null
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@ -397,6 +397,8 @@ public sealed class RetailPViewRenderer
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if (viewcone.SphereVisibleInOutsideSlice(probeSliceIndex, c, r))
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_outdoorStaticScratch.Add(e);
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}
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeOutStageEnabled)
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EmitOutStageProbe(probeSliceIndex, viewcone);
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probeSliceIndex++;
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ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, _outdoorStaticScratch));
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}
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@ -420,6 +422,32 @@ public sealed class RetailPViewRenderer
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UseIndoorMembershipOnlyRouting();
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}
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// #131 [outstage] probe state (2026-06-12, throwaway): print-on-change —
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// which outdoor dynamics were routed to the outside stage and which
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// survived the slice viewcone. Strip with the probe when #131 closes.
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private string? _lastOutStageSig;
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private void EmitOutStageProbe(int sliceIndex, ViewconeCuller viewcone)
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{
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var sb = new System.Text.StringBuilder(192);
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sb.Append("slice=").Append(sliceIndex)
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.Append(" outStage=").Append(_outsideStageDynamics.Count).Append(" [");
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for (int i = 0; i < _outsideStageDynamics.Count; i++)
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{
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var e = _outsideStageDynamics[i];
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EntitySphere(e, out var c, out float r);
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bool pass = viewcone.SphereVisibleInOutsideSlice(sliceIndex, c, r);
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if (i > 0) sb.Append(' ');
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sb.Append(System.FormattableString.Invariant(
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$"0x{(e.ServerGuid != 0 ? e.ServerGuid : e.Id):X8}:{(pass ? "PASS" : "CULL")}:r={r:F1}"));
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}
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sb.Append(']');
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string sig = sb.ToString();
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if (sig == _lastOutStageSig) return;
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_lastOutStageSig = sig;
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Console.WriteLine("[outstage] " + sig);
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}
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// §4 flap [clip-route] probe state (2026-06-10, throwaway): print-on-change signature +
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// monotonic sequence so held-flap vs healthy frames diff cleanly in one capture.
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private string? _lastClipRouteSig;
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@ -109,6 +109,20 @@ public static class RenderingDiagnostics
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public static bool ProbeViewerEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_VIEWER") == "1";
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/// <summary>
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/// #131 (2026-06-12) outside-stage dynamics probe. When true, the renderer
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/// emits one <c>[outstage]</c> line per CHANGE of the outside-stage
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/// routing + per-slice cone verdict set under an interior root (which
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/// outdoor dynamics were routed to the landscape slice, which survived the
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/// slice viewcone), and GameWindow emits one <c>[outstage-pt]</c> line per
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/// change of the slice Scene-particle id set + matched-emitter count.
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/// Built for the portal-swirl-missing-through-doorway capture. Light:
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/// silent while the set is stable. Initial state from
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/// <c>ACDREAM_PROBE_OUTSTAGE=1</c>.
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/// </summary>
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public static bool ProbeOutStageEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_OUTSTAGE") == "1";
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/// <summary>
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/// Phase U.4c (2026-05-31) flap-convergence probe. When true, the portal
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/// visibility pass emits, EVERY frame the camera root is an indoor cell, a
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