acdream/tests/AcDream.Core.Tests/Rendering
Erik b8e9e204ad docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged
The dungeon render pair (purple seam flash + stair pop-in) resisted
desk root-causing, but the investigation narrowed the space to two
live theories and shipped permanent apparatus:

- Issue176177DungeonSeamInspectionTests: dat truth — corridor floors
  ARE textured drawn PortalSide portal polys; the reciprocal is NoPos;
  the 'stairs' are 0x8A020182's ramp shell (vertical portals, zero
  statics); CellBSP partitions exactly at portal planes; DXT1 textures
  carry zero transparent-mode texels.
- Issue176177FacilityHubFloodReplayTests: production-matched flood
  replays — approach/descent/gaze-sweep/walk all healthy with coherent
  inputs; ScenarioE pins the flood's collapse-to-root sensitivity under
  incoherent (root, eye) pairs.
- Issue176177SeamTransitLagTests: the resolver flips cells within one
  tick-step of the portal plane — the 0.33-0.47m [cell-transit] 'lag'
  in the gate logs is speed*tick quantization, not membership error.

Refuted (do NOT retry — ledger in the research doc): placeholder
texture, reciprocal z-fight, seal z-fight (seals only fire for
OtherCellId==0xFFFF), root/eye incoherence (production camera sweep is
mm-exact at planes), flood bistability, #119-class statics, undefined
DXT mips (both paths decode DXT->RGBA8; the compressed-array branch is
dead code), DXT1 alpha, fog mix (ramp ~538m), lightning leak (flash==0
in production), viewer-light pops (smooth (1-d/range) ramp).

Filed #178 (A8 double-sided shell stopgap still live) and #179
(lightning flash lacks an indoor gate — dormant). The purple can only
be the fog clear color (undrawn pixels) or the outdoor ambient+sun
tint; discrimination needs ONE probe launch (ACDREAM_PROBE_LIGHT +
ACDREAM_PROBE_PVINPUT + ACDREAM_PROBE_CELL) — protocol in
docs/research/2026-07-06-176-177-render-pair-investigation.md.

Suites: Core 2587 / App 719 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 21:20:03 +02:00
..
Vfx refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
Wb #119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving 2026-06-11 21:43:45 +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 feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
Issue176177DungeonSeamInspectionTests.cs docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +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
TextureCacheBindlessTests.cs phase(N.5) Task 3: TextureCache bindless GetOrUpload + parallel cache 2026-05-08 19:53:10 +02:00