# Portal-Flood Membership Stability — the indoor "flap" root-cause fix **Date:** 2026-06-08 **Branch:** `claude/thirsty-goldberg-51bb9b` **Status:** design approved (user, 2026-06-08); TDD implementation pending behind a visual gate. --- ## 1. Summary The indoor render **flap** (textures "battling" at the doorway threshold) is **portal-flood set-membership instability**: from a *stable* viewer cell, the PView BFS includes or excludes a deeper cell cluster frame-to-frame, redrawing a different set each frame. The fix makes set membership depend on a **stable visibility predicate** (side-test + view-region overlap) instead of the **drift-prone surviving-vertex count** of the per-portal clip. Localized to `PortalVisibilityBuilder`; no camera/movement/physics/clip-math rewrite. --- ## 2. Root cause — confirmed with primary evidence ### 2.1 What the flap actually is Live `[render-sig]` + `[pv-input]` capture at the Holtburg cottage threshold (landblock `0xA9B4`), standing at the doorway: - The render root is **stable** (`root=0xA9B40170`, `outRoot=n`, i.e. an interior viewer cell — NOT the outdoor node, NOT a root toggle). - The flood cell set **oscillates frame-to-frame**: `ids=[0170,0171,0172,0173,0174,0175]` (6) ↔ `ids=[0170,0171]` (2). The deeper cluster `{0172,0173,0174,0175}` pops in/out. - The oscillation occurs **at a byte-identical (to cm) eye AND player position** — e.g. three consecutive frames at eye `(155.55,15.45,96.05)`, player `(155.40,13.20,94.00)` with flood `6,2,6`. ### 2.2 Why it flips — the mechanism 1. `PortalVisibilityBuilder.Build` is a **pure** static function with all-fresh per-call state (new `frame`/`todo`/`queued`/`popCounts` every call). Proven deterministic by `PortalVisibilityBuilderTests.Build_IsDeterministic_IdenticalInputsGiveIdenticalVisibleSet` (passes). **So for identical inputs the output cannot flip** → the flip requires a varying input. 2. The high-precision `[pv-input]` probe (6 dp) shows the camera eye and the **player `RenderPosition` carry perpetual ~1–8 µm float jitter every frame** even "standing still" (e.g. player `94.000000 ↔ 94.000008`, eye `96.248863 ↔ 96.248871`). At most poses this is harmless; the flood is stable. 3. The per-portal clip is a faithful homogeneous port of retail's `polyClipFinish` (`PortalProjection.ProjectToClip` → `ClipToRegion`, w-aware Sutherland–Hodgman). But the **re-enqueue fixpoint** (`MaxReprocessPerCell`) re-clips a cell's view each round, and the codebase documents that this **drifts per round** (`PortalVisibilityBuilder.cs:43,151,732`: "ProjectToClip drift keeps a view growing forever"). 4. At the threshold pose a deeper portal is **grazing** (oblique / near the eye) → it projects to a thin sliver. The per-round drift + the µm viewpoint jitter flip `ClipToRegion`'s surviving-vertex count across the `<3` boundary (PortalProjection.cs:118/121) → `clippedRegion.Count` flips `0 ↔ N` → the cull at **`PortalVisibilityBuilder.cs:235`** (`if (clippedRegion.Count == 0 && !EyeInsidePortalOpening) continue;`) drops the deeper cluster on the empty-clip frames → flood `2 ↔ 6` → the flap. ### 2.3 Why prior fixes did not work - **boom-snap** (camera stabilization, shipped): the jitter is sub-cm and **perpetual** (it is in the player `RenderPosition`, propagating to the camera); snapping the boom distance did not make the viewpoint bit-exact, so the knife-edge still flips. - **w-space clip** (`ProjectToClip`/`ClipToRegion`, shipped): this made the *single* clip robust, but the instability is in the **re-clip drift across rounds** + the membership gate's dependence on the surviving-vertex count, not in a single clip. - **viewer-cell dead-zone** (tried, reverted): the root does not toggle here (`root=0170` stable), so a root-resolution dead-zone is irrelevant to this symptom. ### 2.4 What this REFUTES (the 2026-06-07 handoff diagnosis) The predecessor handoff (`docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md`) is **wrong** on its load-bearing claims; do not act on its F1/F2: - "See-through walls from outside" — **not reproduced**: standing outside with the door closed is **stable** (user visual gate, 2026-06-08). - "The walls ARE the EnvCell shells; the ModelId is a partial frame" — **refuted**: the cottage ModelId GfxObj `0x01000A2B` is a full closed exterior (76 render polys, bbox 20×18×10.4 m, 46 outward-facing walls + roof; cross-checked vs the physics BSP + retail `DrawBuilding`). The EnvCell shells are interior-facing room surfaces. **F2 (build EnvCell back faces / double-side) targets the wrong geometry.** - "Oscillation = outdoor-node flood instability (1↔13)" — **corrected**: it is the *indoor* flood (`outRoot=n`, stable root) swinging **2↔6**. F1 targeted the wrong root. - "branch=RetailPViewInside every frame proves the flap is gone" — **tautological**: post-flip `clipRoot = viewerRoot ?? _outdoorNode` is essentially never null, so the `branch` label can no longer report `OutdoorRoot`. It proves nothing. --- ## 3. Retail grounding Retail `PView::ConstructView` (decomp `acclient_2013_pseudo_c.txt:433750`): a cell becomes a draw-set member the moment it is popped from the todo list (`:433783`). A neighbour is enqueued only if the per-portal `ConstructView` (`:433827`) passes: the **side-test** (`:433832-433849`, `dot(viewpoint, planeN)+d` vs a 0.2 mm epsilon → POSITIVE/IN_PLANE/NEGATIVE) **AND** `GetClip` (`:432344`) returns a **non-empty** clip (`:433858` `if (arg3 != 0)`). `GetClip` projects via `xformStart` and clips via `ACRender::polyClipFinish` (`:702749`). So retail gates membership on a non-empty clip **too** — it never flaps because (a) it processes each cell **once** (enqueue-once; no re-clip drift) and (b) its viewpoint is **bit-stable at rest** (the authoritative local position does not move). acdream diverges on **both** (re-enqueue drift + µm viewpoint jitter), and the two combine at the grazing portal. The fix restores retail's **intent** — "the portal is visible through the accumulated view" — with a predicate that is stable under acdream's residual drift/jitter, rather than the literal drift-sensitive vertex count. --- ## 4. The fix (design) **Principle:** set-membership is decided by a **stable** visibility predicate, not by the drift-prone surviving-vertex count of the clip. The clip still computes the *draw* region; it no longer decides *whether* a reachable cell is in the set. **Change — localized to `PortalVisibilityBuilder` (the line-235 gate):** - Today (`PortalVisibilityBuilder.cs:235-244`): ``` if (clippedRegion.Count == 0) { if (!EyeInsidePortalOpening(poly, cell.WorldTransform, cameraPos)) continue; // cull foreach (var vp in activeViewPolygons) clippedRegion.Add(clone(vp)); // flood with parent view } ``` - New: when `clippedRegion.Count == 0` but the portal **passed the side-test** (already computed: `sideAllowed`, the stable plane-side test) **and its projection still overlaps the current view region** (a stable convex-overlap predicate — true for a thin grazing sliver inside the region, false for an off-screen portal), keep the neighbour by flooding it with the parent's view (the same substitution the `EyeInsidePortalOpening` branch already does). Otherwise cull as today. The drift-prone `clippedRegion.Count` no longer flips membership; a portal that is genuinely visible through the accumulated view (stable side-test + stable overlap) stays in the set every frame. **The stable overlap predicate** (`PortalOverlapsView`, new small helper): does the portal's projected polygon overlap any of the `activeViewPolygons`? Implemented to be stable for the near/grazing case (the failure mode is `ClipToRegion` losing a vertex to float noise, NOT the gross position of the sliver, which sits well inside the view region — so a robust "any-overlap" test returns a steady boolean). Exact formulation is fixed in TDD (§5); candidates: (a) any portal NDC vertex inside the region OR any region vertex inside the portal OR any edge crossing; (b) reuse the existing `EyeInsidePortalOpening` 3D near-region test generalized from "eye in opening" to "eye within the portal's view cone." The chosen formulation MUST keep the #95 guard test green. **This subsumes the `EyeInsidePortalOpening` special-case** (a portal the eye stands in trivially overlaps the full-screen region), so that ad-hoc patch is removed once the general predicate is in place — fewer special cases, not more. **#95 over-inclusion guard preserved:** an off-screen portal (2 m to the side) does not overlap the view region → still culled. No visible-set blowup. --- ## 5. Verification (TDD) Write the failing test first, then the fix. 1. **RED → GREEN — degenerate-clip membership.** New deterministic test in `PortalVisibilityBuilderTests`: construct an interior portal that (a) passes the side-test, (b) whose projection overlaps the view region, but (c) whose `ClipToRegion` returns `<3` verts (degenerate sliver — the live failure mode), and the eye is NOT standing in the opening. Assert the neighbour **is** in `OrderedVisibleCells`. RED today (culled at line 235 because not `EyeInsidePortalOpening`); GREEN after the fix (kept because side-test + overlap). This pins the gate change without needing to reproduce the exact µm knife-edge. - *Optional companion (robustness):* if a fixture can be found whose clip flips `<3 ↔ ≥3` under a µm eye nudge, add a test asserting `OrderedVisibleCells` is identical across the nudge. Skip if it proves too geometry-sensitive to construct stably — the deterministic test above is the gate. 2. **Stays GREEN — #95 over-inclusion guard.** `Build_DegeneratePortalToTheSide_NotFlooded_NoOverInclusion` (off-screen portal stays culled). 3. **Stays GREEN — existing behavior.** `Build_EyeStandingInInteriorPortal_FloodsNeighbour`, `Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour`, `Build_IsDeterministic_IdenticalInputsGiveIdenticalVisibleSet`, and the existing cellar/window clip tests. 4. **Visual gate (user).** At the cottage doorway threshold, hold still — the 2↔6 oscillation is gone; the deeper rooms render steadily through the door. Walking in/out remains seamless. `dotnet build` + `dotnet test` green before the visual gate. --- ## 6. Scope / non-goals - **In scope:** `PortalVisibilityBuilder` (the line-235 gate + the `PortalOverlapsView` helper), removal of the now-subsumed `EyeInsidePortalOpening` force-flood branch, the new + existing tests. - **Non-goals (explicitly deferred):** - No camera / movement / interpolation / physics changes (the µm viewpoint jitter is left as-is; the fix is robust to it). - No clip-math rewrite (`ProjectToClip`/`ClipToRegion` stay). - **Restoring retail's enqueue-once traversal** (removing the re-enqueue fixpoint, eliminating the per-round drift at its source) is a real, larger, retail-faithful improvement but a **separate step** — out of scope here. This fix neutralizes the drift's effect on membership without restructuring the BFS. --- ## 7. Apparatus (diagnostic probes added this session) - **Keep:** `PortalVisibilityBuilderTests.Build_IsDeterministic_*` (regression value); `tools/A8CellAudit` `gfxobj` dump mode (reusable). - **Strip after the fix is visually verified:** the `[pv-input]` probe + `RenderingDiagnostics.ProbePvInputEnabled` (GameWindow.cs / RenderingDiagnostics.cs), the `outRoot=`/`bshell=` fields added to `[render-sig]`, and `launch-bshell-probe.ps1` / `launch-pvinput.ps1`. All env-var-gated and inert when off; safe to leave until the visual gate passes, then remove. --- ## 8. References - Diagnosis evidence + refutation: this session's `[render-sig]`/`[pv-input]` captures (cottage threshold), the `Build_IsDeterministic` test, the GfxObj `0x01000A2B` render-geometry dump. - Retail decomp: `PView::ConstructView` `:433750`/`:433827`, `PView::GetClip` `:432344`, `ACRender::polyClipFinish` `:702749` (`docs/research/named-retail/acclient_2013_pseudo_c.txt`). - Superseded: `docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md` (wrong on see-through / EnvCell-walls / outdoor-node — see §2.4). - Memory to correct: `project_indoor_flap_rootcause`, `reference_render_pipeline_state`.