acdream/tests/AcDream.Core.Tests/Rendering
Erik ce9445b270 fix(render): the near plane is col3, not col4 + col3 (#248)
`FrustumPlanes.FromViewProjection` extracted the near plane with the
Gribb-Hartmann form written for OpenGL's `[-1,1]` clip-space z range. Every
acdream projection comes from `Matrix4x4.CreatePerspectiveFieldOfView` or
`CreateOrthographic`, whose range is `[0,1]`. Under `[-1,1]` the near plane is
the locus of `clip.z = -clip.w`, which is `col4 + col3`; under `[0,1]` it is
`clip.z = 0`, which is `col3` alone.

Concretely, the mismatch put the effective near threshold at `-n·f/(2f-n)` —
about 0.5 m where the retail chase camera asks for 1.0 m. That error only ever
kept geometry the true frustum would have dropped, never the reverse, which is
why it produced no visible defect and was filed instead of hot-fixed during
Campaign V. It is still wrong, and it is the same mistake that *was* visible in
`PortalProjection`, where it culled the cell behind a doorway the camera stood
close to.

The far plane is `col4 - col3` under both conventions and is untouched. A test
pins it anyway, so that a future edit to this function cannot drift it while
nobody is looking.

The acceptance criterion asked for a unit test pinning the extracted near
distance to the camera's near value, and that is what landed: a theory over four
near/far pairs asserting the plane is unit-length, faces down -Z, and stands off
the eye by exactly `nearDistance`, plus a kept/dropped pair straddling it. The
test was checked against the old formula before commit and fails all four cases
there — it measures the fix rather than merely accompanying it.

The other half of the acceptance criterion — unchanged culling in the offline
pixel gate and the connected route — could not be run: #259 has Win32 surface
creation failing machine-wide, so no gate that needs a window is available
tonight. Recorded as outstanding rather than assumed.

Solution build 0 errors; `AcDream.Core.Tests` 3,898 passed / 2 skipped / 3,900.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 03:33:20 +02:00
..
Wb feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
CameraDiagnosticsTests.cs fix(render): Phase A8.F — camera sweep uses retail moverFlags 0x5c (PathClipped hard-stop) 2026-05-29 19:11:53 +02:00
CellGraphRootTests.cs test(render): Stage 3 T3.4 — CellGraphRootTests (6 tests) 2026-06-02 15:37:19 +02:00
ChaseCameraTests.cs feat(app): Phase B.2 — ChaseCamera (third-person follow camera) 2026-04-12 14:26:20 +02:00
FrustumCullerTests.cs fix(render): the near plane is col3, not col4 + col3 (#248) 2026-07-29 03:33:20 +02:00
Issue93TownNetworkFountainRoomLightInspectionTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Issue176177DungeonSeamInspectionTests.cs feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight 2026-07-06 13:55:16 +02:00
RenderingDiagnosticsTests.cs #119 decisive probe: ACDREAM_DUMP_ENTITY one-shot entity dump (H-A/H-B/H-C discriminator) 2026-06-11 21:01:08 +02:00
RenderingDiagnosticsVisibilityTests.cs feat(render): Phase U.2d — ACDREAM_PROBE_VIS visibility probe in RenderingDiagnostics 2026-05-30 17:11:02 +02:00
TranslucencyFadeManagerTests.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00
TranslucencyHookSinkTests.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00