# Pickup Handoff — Verbatim Retail Indoor Render Port (execute in a new session) — 2026-06-06 This session **designed and planned** the verbatim retail `DrawCells` port; the next session **executes** it. Spec + plan are committed; render code is NOT yet changed for the port. ## Start here (read in order) 1. **Plan (execute this):** `docs/superpowers/plans/2026-06-06-verbatim-retail-indoor-render-port.md` 2. **Spec (the why):** `docs/superpowers/specs/2026-06-06-verbatim-retail-indoor-render-port-design.md` 3. **Retail model:** `docs/research/2026-06-05-retail-pview-indoor-render-pseudocode.md` ## What this fixes (the user's 2-week pain) Interior walls/floor render **grey** (clear color shows through) and geometry **bleeds** between cells; character cut in half on stairs; flap at transitions. Root, located in code: `RetailPViewRenderer.cs:52` drops visible cells lacking a `ClipFrameAssembler` slot (grey), and `:237` globally disabled the per-cell trim (bleed) because it was wrongly applied to objects (half-character). The fix = port retail `PView::DrawCells` (0x5a4840) verbatim: draw **every** `OrderedVisibleCells` cell's shell, trimmed **per-slice** via `ClipPlaneSet`→`gl_ClipDistance`; objects membership+depth gated, **no** clip. Scope **A+B** (DrawInside + look-in DrawPortal). ## Current tree state - Branch `claude/thirsty-goldberg-51bb9b`. **Committed this session (local, NOT pushed):** the spec (`eb7b1fa`) and the plan + this handoff. - **Uncommitted (dirty) — KEEP, do not revert:** this session's faithful work is the foundation the plan builds on — - `PortalProjection.ProjectToClip` / `ClipToRegion` = homogeneous `GetClip`/`polyClipFinish` (NEW, tested). `PortalVisibilityBuilder` rewired to use them (merged with a concurrent agent's `[pv-trace]` work). These are the membership + clip math; the plan does NOT touch them. - The rest of the dirty render tree (RetailPViewRenderer approximation, ClipFrameAssembler, GameWindow rework, ObjectMeshManager #6, etc.) is the tangle the plan rewrites/deletes. - **Baselines (must hold at start):** `dotnet build -c Debug` 0 errors; App.Tests **205/205**; Core.Tests **1331 pass / 4 fail / 1 skip** — the 4 fails are pre-existing Physics door/step-up (`BSPStepUpTests.D4_Airborne…`, two `DoorBugTrajectoryReplay.LiveCompare_*`, `DoorCollisionApparatus…DocumentsBug`), unrelated to render. ## Rules (user-set, this worktree) PowerShell on Windows; launch logs UTF-16. Do **NOT** branch/worktree, push, `git stash`/`gc`, or revert the dirty tree. Build before every launch. **Acceptance is the user's eyes** — do not claim a GL task done on a green build; only on the user's visual confirmation (the plan gates each GL task on a launch). Live server: ACE `127.0.0.1:9000`, account `testaccount`/`testpassword`, char `+Acdream` (spawns at the Holtburg cottage). Graceful-close the client between launches (hard-kill leaves the ACE session stuck ~3 min). ## DO NOT re-litigate (evidence-disproven) - The grey is **shell-sealing / wrong-flood-root**, NOT the portal projection. Do not "harden the w-clip" further — the clip math is already faithful this session. (Two handoffs contradicted on this; the 2026-06-05 shell-sealing handoff + the live visual were right.) - If, after every shell draws (per `[render-sig] draw=[…]`), walls are sealed but **untextured** (grey-but-drawn, vs. clear-color grey), that is a **separate surface/texture bug** (HEAD commit notes "interior walls grey") — file it; do not reopen membership/clip. ## Recommended execution Subagent-driven (a fresh subagent per task, review between) or inline (`executing-plans`). The plan is sequenced so **Task 2 alone should make the grey disappear** — verify that with the user before continuing; it de-risks the whole effort. ## Copy-paste pickup prompt ``` Execute the verbatim retail indoor render port in worktree thirsty-goldberg-51bb9b (branch claude/thirsty-goldberg-51bb9b). Do NOT branch/worktree, push, git stash/gc, or revert the dirty tree. PowerShell; launch logs UTF-16; build before launch; acceptance is the user's eyes (gate every GL task on a launch + the user's visual OK). Read first: 1) docs/superpowers/plans/2026-06-06-verbatim-retail-indoor-render-port.md (execute this, task by task) 2) docs/superpowers/specs/2026-06-06-verbatim-retail-indoor-render-port-design.md 3) docs/research/2026-06-06-verbatim-drawcells-port-pickup-handoff.md (state + rules + do-not-relitigate) Confirm baselines (build 0 errors; App 205/205; Core 1331/4 pre-existing/1), then use superpowers:executing-plans (or subagent-driven-development) to implement. Task 2 should make the grey disappear — get the user's visual confirmation before continuing. The grey is shell-sealing, NOT the projection; the clip math is already faithful — do not harden the w-clip. ```