# #176/#177 render pair — investigation ledger (2026-07-06, session 2) **Status: mechanism NOT yet pinned — but the hypothesis space is now razor-thin.** Twelve candidate mechanisms refuted by direct evidence (dat dumps, headless replays, production-log analysis, code reads). Every layer that can be checked offline is verified HEALTHY at the anchor cells. The surviving discriminator requires ONE live probe launch (protocol at the bottom — piggyback on the pending #175 door gate). ## The issues - **#176** — purple flashing on dungeon floors at cell seams, camera-angle dependent (Facility Hub). - **#177** — stairs pop in/out across levels: (a) vanish on the last step running down, (b) invisible looking into the stair room from the corridor, (c) pop into existence on entering. ## Anchor-cell dat truth (Issue176177DungeonSeamInspectionTests) - Corridor `0x8A02016E` floor = three abutting TEXTURED drawn portal polys (polys 1/3/5, surface 0x08000377 → DXT1 tex 0x050026F7, `[PortalSide]`) → under-hall `0x011E` (z=−12). Reciprocal ceiling poly = NoPos (not drawn). - The "stairs" = a RAMP owned by `0x8A020182` (inclined drawn polys, z −9…−6 floor + −6…−3 ceiling); `0x0183` = flat lower cell. Connections are VERTICAL wall portals (NOT floor-portals). PortalSide flag asymmetry: 0x0182→0x0183 carries PortalSide; the back-portal does not. - **Zero StaticObjects in all five anchor cells** (no #119-class statics, no torch-bearing stabs → no registered point lights except the viewer fill). - CellBSP volumes partition EXACTLY at the portal planes (no overlap zone). - All surfaces resolve; DXT1 textures contain **zero** transparent-mode texels (all 3-color-mode blocks, index 3 never used). ## REFUTED mechanisms (each by direct evidence — do NOT retry) | # | Hypothesis | Killed by | |---|---|---| | 1 | Placeholder/missing texture (magenta class) | All surfaces resolve; drawn-poly sweep 0 misses | | 2 | Reciprocal portal-poly z-fight | Reciprocal is NoPos (never drawn) | | 3 | Seal depth-stamp z-fights the drawn floor-portal | Seals fire ONLY for `OtherCellId==0xFFFF` (GameWindow:11437); a sealed dungeon draws zero seals | | 4 | Root/eye incoherence (viewer root lags the eye across portal planes) | Production camera sweep publishes coherent pairs; out-cell flips at x=85.001/88.335 — mm-exact at the planes (gate2 log). The flood DOES collapse to 1 cell under artificially incoherent inputs (ScenarioE pin) — but production inputs are coherent | | 5 | Membership transit lag (0.33–0.47 m in [cell-transit]) as the render-root lag | The resolver flips within one tick-step of the plane in the harness (Issue176177SeamTransitLagTests); the logged "lag" is speed×tick quantization of the PLAYER probe, and the camera root (probe out-cell) is plane-exact | | 6 | Flood bistability at the anchors | ScenarioC gaze sweep (2° steps, 4 pitches): 0 one-step drops; ScenarioA stair approach: ramp+lower admitted at all tested eyes/pitches | | 7 | Staircase = EnvCell static culled by viewcone (#119 class) | Zero statics in the anchor cells; the stairs are shell geometry | | 8 | Undefined DXT mip levels (compressed arrays skip GenerateMipmap) | Both ObjectMeshManager texture paths DECODE DXT→RGBA8 (BcDecoder) — the compressed-array branch of ManagedGLTextureArray is dead WB-heritage code; RGBA8 arrays get real mips | | 9 | DXT1 3-color-mode alpha=0 texels + opaque-pass `discard a<0.05` / A2C | Block histogram: 0 transparent texels in all Hub floor/wall textures | | 10 | Fog mix toward purple FogColor at distance | Fog ramp starts at `_nearRadius×192×0.7 ≈ 538 m` (radii stay 4/12 in dungeon mode); Hub sightlines ≤ ~100 m → fog term ≡ 0 | | 11 | Lightning-flash additive (`uFogParams.z × (0.6,0.6,0.75)`) leaking indoors | `WeatherState._flashLevel` is 0 in production ("Production never TriggerFlashes") — dormant test hook. (The missing indoor gate is still real debt for when storm strobes ship.) | | 12 | Viewer-light per-cell/per-vertex pops (hard range edge or 8-set membership flips) | The point ramp is `(1−d/range)` — smoothly ZERO at the range boundary; set-membership beyond range is a zero-contribution no-op. No torches exist in the Hub cells to churn the 8-cap | ## VERIFIED-HEALTHY layers (offline pins, keep as regression assets) - `PortalVisibilityBuilder` at the anchors: approach/descent/gaze-sweep/walk scenarios (`Issue176177FacilityHubFloodReplayTests`) — admissions correct and stable with coherent inputs; the ScenarioE incoherent-input collapse is the sensitivity pin (1-cell flood when root≠eye side). - Membership: `ResolveWithTransition` flips cells within one tick of the portal plane, both directions (`Issue176177SeamTransitLagTests`). - Mesh path: `CellMesh.Build` (production, GameWindow:7013) draws the textured floor-portal strips; snapshot frustum gate (WbFrustum) is the standard conservative p-vertex test; per-cell AABBs are vertex-derived, 8-corner transformed. - Per-instance light sets are truly per-instance (EnvCellRenderer MDI). ## SURVIVING theories (need the live discriminator) - **T-A (ambient flip):** any frame where `playerRoot` resolves null (or `playerSeenOutside` defaults true) runs the OUTDOOR lighting branch — purple sky ambient + full sun. Sun is directional-from-above → floors (N·L≈1) catch it, walls (N·L≈0) barely → a FLOOR-selective purple-bright flash, temporally lockable to whatever gaps CurrCell/TryGetCell. Desk analysis found no per-frame gap trigger during plain corridor runs (UpdatePlayerCurrCell is stale-beats-null; the registry is stable in AP-36 dungeon mode) — but the branch inputs are exactly probed by `[light] insideCell=` lines, so one run settles it. - **T-B (flood with REAL production inputs):** my harness feeds synthetic viewProj/eye. If the real per-frame inputs at the artifact moments differ (collided camera pressed into walls near seams, damped-forward gaze), the flood could still misbehave in configurations the sweeps missed. `[pv-input]` prints the exact inputs + flood count per frame. - **T-C:** unknown-unknown (GPU state, driver, MSAA resolve…). If T-A/T-B both read clean at a flash moment → RenderDoc frame capture next. ## Also found (real, filed, not these bugs) - **A8 double-sided shells stopgap still live**: `EnvCellRenderer.cs` RenderModernMDIInternal maps `CullMode.Landblock → CullMode.None` ("while the architectural cause is isolated") — all cell shells draw two-sided. Perf + correctness debt; retire under the A7/A8 lighting arc. - **Lightning indoor gate missing** (dormant): when weather strobes ship, `SceneLightingUbo.Build` needs the `playerInsideCell` gate or dungeons will strobe blue-violet. - **Flood follows floor-portals DOWNWARD from above** (ScenarioC: under-hall network admitted at down-pitches). Retail's `portal_side` side test (0x005a59a0: portal_side≠0 → NEGATIVE side only; ==0 → POSITIVE only; IN_PLANE(±0.0002) → refused) *appears* to refuse this direction, but my plane-sign reading had unresolved contradictions (CCellPortal::UnPack normalizes portal_side at load, 0x0053ba1c/0x0053bc6a). OPEN QUESTION — harmless-looking (extra admitted cells draw below the opaque floor, z-buffer wins) but worth settling when the flood is next touched. ## The live probe protocol (piggyback on the #175 door gate launch) Env (add to the standard launch block): ``` ACDREAM_PROBE_LIGHT=1 # [light] insideCell/ambient/sun — rate-limited ACDREAM_PROBE_PVINPUT=1 # [pv-input] one line/frame: exact flood inputs + count ACDREAM_PROBE_CELL=1 # [cell-transit] timeline anchors ``` User reproduces in Facility Hub (~2 min): run the corridor across several seams until the purple flash shows; approach the stair room from the corridor, walk in, run down. Then close. Discrimination: - Flash moments + `[light]` shows `insideCell=False` blips or ambient jumps → **T-A confirmed** (then root-cause the gap trigger from the same log). - `[pv-input]` flood count drops (e.g. 12→1) at flash/pop moments while `[light]` stays clean → **T-B confirmed** (the line carries the exact inputs to replay in `Issue176177FacilityHubFloodReplayTests`). - Stairs invisible while the flood contains 0x0182/0x0183 → draw-side hunt (RenderDoc next); absent → flood-side with the printed inputs. - All clean → T-C: RenderDoc frame capture of a flash frame. ## Apparatus shipped this session - `tests/AcDream.Core.Tests/Rendering/Issue176177DungeonSeamInspectionTests.cs` — dat truth: portal polys/surfaces/draw verdicts, reciprocal coincidence, stair geometry owner, CellBSP containment, under-hall surface colors, DXT1 alpha histograms. - `tests/AcDream.App.Tests/Rendering/Issue176177FacilityHubFloodReplayTests.cs` — production-matched flood replays: stair approach, descent, gaze sweep, corridor walk, and the ScenarioE incoherent-root sensitivity pin. - `tests/AcDream.Core.Tests/Physics/Issue176177SeamTransitLagTests.cs` — resolver cell-flip position at the seam (plane-exact pin).