acdream/tests/AcDream.App.Tests/Rendering
Erik 4ad6fb9184 close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port
User re-gate 2026-06-12: ran past distant buildings, 'Seems to have
been fixed' - no flicker/vanish. The per-building flood-admission
bistability (#127, the building-flap mechanism behind the tower roof
flap and #123 'buildings vanish when running past') is gone.

Root: the bistable knife-edge admission died with the W=0
polyClipFinish clip port (987313a - the #119/#120 work that 'kills the
knife-edge class everywhere') plus the #120 containment-rejection
growth fix. The captured-pair evidence (tower-viewer-capture.log,
2026-06-11) PRE-dates all of those - it was that same near-eye knife
edge, not a separate distant mechanism.

Desk confirmation (both green at HEAD):
- CapturedFlipPair_AdmissionIsStable: the original 4 cm flip pair is
  now |A|=|B| with zero diff across all FOVs and both pre-gate states.
- DistantBuildingStrafe_NoAdmissionChurn (new regression pin): 0
  admission churn across all 21 building groups x {10,30,60,120,190} m
  x 100 mm-step run-past strafes, both pre-gate states. A stable flood
  toggles each cell at most once over a monotone eye path; this asserts
  no cell toggles >=2x.

ISSUES.md #127 -> CLOSED with the DO-NOT-RETRY note (no re-opening the
BuildFromExterior seed gates for a flap symptom without a fresh HEAD
repro - the captured-pair lead is dead). Render digest banner updated.

Suites: App 264+1skip / Core 1443+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:03:33 +02:00
..
Wb feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CameraCollisionIndoorTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CameraCollisionUpdateViewerTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraControllerTests.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellViewDedupTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557) 2026-05-30 16:56:00 +02:00
ClipFrameAssemblerTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
ClipFrameLayoutTests.cs feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default 2026-05-30 17:27:30 +02:00
ClipPlaneSetTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CornerFloodReplayTests.cs knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED 2026-06-11 21:44:23 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
HouseExitWalkReplayTests.cs #118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player 2026-06-11 16:49:29 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue113DrawingBspFilterTests.cs fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase) 2026-06-10 20:52:52 +02:00
Issue113MeetingHallFloodTests.cs fix(render): #113 - enable GL clip distances for the PView shell pass (phantom exterior staircase) 2026-06-10 16:26:55 +02:00
Issue120ReciprocalPingPongTests.cs #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail) 2026-06-11 18:34:45 +02:00
Issue124LookInSeedRegionTests.cs fix #124: interior-root building look-ins as a landscape-stage sub-pass 2026-06-12 15:59:29 +02:00
Issue127FloodFlipReplayTests.cs close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port 2026-06-13 10:03:33 +02:00
Issue129PunchBiasTests.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
Issue130DoorwayStripTests.cs fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers 2026-06-12 14:28:16 +02:00
Issue131SetupProbeTests.cs fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell 2026-06-12 20:52:34 +02:00
NdcScissorRectTests.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED 2026-06-11 21:44:23 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED 2026-06-11 21:44:23 +02:00
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
RetailChaseCameraTests.cs fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger) 2026-06-05 15:56:04 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
TerrainCullOrientationTests.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TowerAscentReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +02:00