diag(render): §4 flap apparatus — eye-vs-terrain field + GL-state tripwire
Two probe additions from the §4 outdoor full-world flap investigation (world turns to fog-tinted clear color at specific outdoor spots; strobes then holds; camera rotation recovers; forward-walk triggers): - [pv-input] gains terrZ=/eyeAbove= (terrain height under the camera eye) — used to REFUTE the buried-eye hypothesis (eyeAbove stayed +1.6..2.1 m through every held-flap block). - [gl-state] (ACDREAM_PROBE_GLSTATE=1): snapshots the GL fixed-function state entering the world passes (depth, blend, cull, scissor + box, viewport, FBO, color/clip masks, glGetError), printing on change. Delivered the frame-exact flap-onset marker: the leftover scissor box flips from full-screen to a drifting 9x21 px doorway footprint at the exact frame the nearby building flood merges in (pv-input flood 1->5). Both probes are gated and zero-cost when off. Strip with the rest of the §4 apparatus when the flap ships. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -143,6 +143,18 @@ public static class RenderingDiagnostics
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public static bool ProbePvInputEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_PVINPUT") == "1";
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/// <summary>
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/// §4 outdoor full-world flap apparatus (2026-06-09). When true, GameWindow snapshots the
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/// GL fixed-function state entering the world passes each frame (depth test/mask/func, blend
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/// + factors, cull, front-face, scissor + box, viewport, draw-FBO, color mask, glGetError)
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/// and emits one <c>[gl-state]</c> line whenever the snapshot CHANGES. Pins or refutes the
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/// "leaked GL state" family for the flap (every CPU-side input — matrix, flood, clip planes,
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/// scissor box, membership, eye-vs-terrain — is already probe-exonerated). Throwaway
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/// apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_GLSTATE=1</c>.
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/// </summary>
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public static bool ProbeGlStateEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_GLSTATE") == "1";
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/// <summary>
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/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
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/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,
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