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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@ -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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