Commit graph

5 commits

Author SHA1 Message Date
Erik
d4b5c71e66 fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
The 137b4f2 payload, re-landed now that #110 is resolved: the missing-indoor-
textures correlation was the pre-existing #105 staged-texture-flush drop
(fixed in c787201), not a near-plane mechanism. znear=0.1 merely raised #105's
trigger probability — a closer near plane makes close-up geometry newly
visible, inflating per-frame prepare/upload pressure indoors and growing the
never-flushed tail. Exactly the handoff's only-credible-link hypothesis,
verified instead of assumed.

Retail: Render::SetFOVRad sets znear=0.1 flat (decomp :342173, initializer
:1101867). 0.1 < the 0.3m camera-collision sphere, so a wall the collided eye
presses against no longer falls inside the near plane — the §4 corner
see-through-wall closes.

Verification on the 0.1 arm (the arm that struck 2-of-3 on 2026-06-10):
nearplane-reland-1.log — [tex-flush] after=0 on all 45 lines, 68,291 [shell]
lines with zero zh>0 batches, all four dat tripwires silent, no [wb-error].
ISSUES.md: #105 + #110 moved to Recently closed with root cause + evidence.
Pending user re-gate: corner press (wall stays solid) + distance scan for
z-shimmer (none expected; retail ships 0.1 with D24).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 12:14:00 +02:00
Erik
8bd3492612 revert(render): near plane back to 1.0m pending #110 - 0.1 correlated with missing indoor textures
Bisect (user-gated): two consecutive runs on 0.1 lost indoor textures; the 1.0 bisect run rendered clean. #105 tripwires silent on the bad runs (GL-side). No known mechanism links the near plane to texturing - #110 filed to investigate (RenderDoc / flip-testing) before re-landing retail's znear=0.1, which the corner see-through fix depends on. Comments on all four cameras point at #110 so the retail value is not re-landed blind.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 11:02:55 +02:00
Erik
137b4f2d25 fix(render): near plane 1.0m -> 0.1m (retail Render::znear) - corner see-through-wall; file #107-#109
The collided camera eye sits 0.3m from walls (viewer_sphere radius); a 1.0m near plane clipped the wall face away, so pressing the camera into a corner showed the clear color through the wall (gate result: unchanged by the flood fix - it was never a flood bug). Retail sets Render::znear = 0.1 flat in SetFOVRad (decomp :342173, initializer :1101867). All four cameras aligned. Also files #107 (indoor spawn wedge, 3-for-3), #108 (cellar-up terrain sweep across door opening), #109 (exit-door texture/background oscillation) from the 2026-06-10 visual gate; gate confirms the dac8f6a flood fix: room-room + indoor-outdoor transitions clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 10:48:53 +02:00
Erik
5640c153f3 feat(app): extract ICamera interface from OrbitCamera
Introduce ICamera (View, Projection, Aspect) and make OrbitCamera implement
it. TerrainRenderer.Draw and StaticMeshRenderer.Draw now accept ICamera,
widening the call-site contract while leaving all runtime behavior unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:24:29 +02:00
Erik
87c45c70ac feat(app): render landblock with height-ramp shader + orbit camera
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that
compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera
with yaw/pitch/distance and a 192-unit-centered target for a single
landblock. TerrainRenderer now takes a Shader and issues an actual
DrawElements call with uView + uProjection uniforms. GameWindow owns
the Shader and Camera, routes mouse drag to camera yaw/pitch, and
scroll wheel to camera distance.

The fragment shader maps world Z to a green-brown-white ramp so
lowlands read green, midlands brown, and peaks white — no textures
yet, but enough to visually confirm the terrain shape.

Shaders are copied to the output dir via a <None Update> item group.

Smoke verified against real dats: process stays alive with no GL
errors, no shader compile/link failures, and no exception trail.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:44:08 +02:00