One PView-faithful portal-visibility pass replacing the abandoned two-pipe (inside/outside) split (#103). Settled in brainstorm 2026-05-30: - Full Phase U in one spec (indoor BFS + outdoor building-peering + dungeon fixpoint + distance-priority ordering + reciprocal OtherPortalClip). - Per-cell gate = hardware clip planes (gl_ClipDistance) + scissor pre-check (retail's two-level model); structurally immune to the #103 global-mask flood. - Terrain stays its own path, gated to OutsideView (retail-faithful; NOT the handoff's "terrain as cells" sketch). - Salvage = reuse the clip math (PortalView/ScreenPolygonClip/PortalProjection, ~36 tests), rework the builder (PortalViewBuilder), delete the stencil pipeline + GameWindow two-pipe orchestration. Audited keep-list preserves the real EnvCellRenderer / BuildingId / camera-collision fixes. Staged U.1-U.6 with three visual gates. Retail anchors + acdream file:line injection points catalogued in the spec. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||