acdream/docs/superpowers
Erik 7aca79f8eb docs(render): Phase R0 — lock the render-redesign design spec (brainstorm outcome)
Resolves the plan §3 open questions with the user this session:
- object/entity/particle draw = LITERAL PER-CELL LOOP (retail DrawCells),
  not a global MDI batch with per-instance clip. Fidelity > perf > blast-radius.
- sequencing = HOLISTIC: build the per-cell DrawInside directly; no intermediate
  global-pass gate-fix. First visual gate = sealed cottage interior, no bleed.
- terrain in the seal = FAITHFUL: drawn only through the exit-portal clip, never
  as a floor under the interior. Inventory's 'relax Skip' suggestion REJECTED as a
  non-retail workaround; grey-floor = a sealing bug (verify cell mesh in R1).
- WB mesh pipeline KEPT (per-cell draws from the global buffers, batched within a
  cell); two-camera invariant preserved (eye projects, player cell roots visibility).

Phases (holistic): R1 unified per-cell DrawInside (the core) -> R2 outside-looking-in
(DrawPortal) -> R3 dungeons -> R4 polish+cleanup. Each ends GREEN + a user visual gate.
Retail anchors cited throughout (RenderNormalMode 0x453aa0, DrawCells 0x5a4840, etc).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 19:18:59 +02:00
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plans docs(render): Phase R0 — lock the render-redesign design spec (brainstorm outcome) 2026-06-02 19:18:59 +02:00
specs docs(render): Phase R0 — lock the render-redesign design spec (brainstorm outcome) 2026-06-02 19:18:59 +02:00