acdream/docs
Erik 20d17304d7 fix #131+#132: landscape translucents drawn AFTER the #124 look-ins (FlushAlphaList deferral)
The user's screenshot pair re-attributed both reports to ONE mechanism -
a compositing gap in the #124 look-in sub-pass:
- #131: the portal swirl (a TRANSLUCENT MESH, not only particles) stood
  exactly in front of the hall's doorway. The slice drew it BEFORE the
  look-in sub-pass; translucents write no depth, so the hall's interior
  - drawn into its far-Z-punched aperture - overpainted the swirl.
  Outdoors the look-ins are the post-stage merge path, so the swirl
  survives ("stepping out it pops into existence").
- #132: the candle/lantern flame is an attached emitter in the slice's
  Scene-particle pass - same pre-look-in placement, same erasure
  whenever "the opening through a house" sat behind it; against a wall
  nothing overdraws it. Background-dependence explained exactly.

Retail cannot exhibit this class: every alpha draw of the landscape
stage is collected and flushed ONCE after LScape::draw
(D3DPolyRender::FlushAlphaList, PView::DrawCells pc:432722) - i.e.
after all building look-ins.

Port (the two-phase split): DrawLandscapeThroughOutsideView now runs
EARLY per slice (sky, terrain, outdoor STATIC meshes - the look-in
punches need their depth to mark against, the #117 lesson), then the
#124 look-ins, then LATE per slice (outside-stage dynamics' meshes +
ALL attached scene particles + weather + SkyPostScene), then the #131
unattached pass. New RetailPViewLandscapeLateSliceContext carries the
dynamics survivors + the particle-owner set (statics + dynamics cone
survivors). GameWindow's slice handler split accordingly. Outdoor
roots: no look-ins live in the stage, so the net order is unchanged
(zero behavior change outdoors).

Register: AP-34 added - the two-phase split vs retail's single
deferred flush, with the residuals recorded (outdoor-root slice
particles still draw before merged building interiors - the unreported
outdoor sibling; building exteriors' own translucent batches draw
early).

The earlier #131 unattached-emitter pass (1d3f9a8) remains - it fixes
an independent hole (that class had NO indoor pass at all) - and now
runs at the end of the late phase.

Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: swirl through the doorway, candle flame with
the opening behind it, far-building interiors (#124).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 19:16:40 +02:00
..
architecture fix #131+#132: landscape translucents drawn AFTER the #124 look-ins (FlushAlphaList deferral) 2026-06-12 19:16:40 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: T5 comprehensive gate verdict - PARTIAL PASS; #108/#109/#97 closed, #117-#120 filed 2026-06-11 15:46:30 +02:00
research handoff: doorway artifacts #130/#129 + #113 re-check + UN-2 desk work (queue, leads, apparatus, pickup prompt) 2026-06-12 12:51:32 +02:00
superpowers docs(render): R-A2b shipped + flap residual (sec 4) + texture red-herring handoff 2026-06-09 18:44:33 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md fix #131+#132: landscape translucents drawn AFTER the #124 look-ins (FlushAlphaList deferral) 2026-06-12 19:16:40 +02:00