acdream/src/AcDream.App/Rendering
Erik c4df241690 fix(render): §4 outdoor full-world flap — empty Transparent pass leaked DepthMask(false), no-oping the frame depth clear
ROOT CAUSE (pinned by the [clip-route] probe run + [gl-state] tripwire, one
capture): EnvCellRenderer.RenderModernMDIInternal established the Transparent
pass state (Enable(Blend) + DepthMask(false)) BEFORE the batch pass-filter, so
a cell whose batches are ALL opaque (a plain cottage interior) hit the
totalDraws==0 early-out and returned without ever reaching the end-of-pass
restore. The frame ended with dmask=0 + blend=1; the NEXT frame's
glClear(GL_DEPTH_BUFFER_BIT) silently no-oped (depth clears honor glDepthMask),
and every world fragment — terrain, entities, player, sky — failed GL_LESS
against its own previous-frame depth ghost. Screen = the fog-tinted clear
color. Onset locks to the building-flood merge because that is the first frame
the flooded building shell draws; holds while merged (the leak re-arms every
frame); camera rotation recovers because the cell drops from the flood and the
restore-skipping path stops running.

Capture evidence (flap-cliproute-capture.log): all three draw-input suspects
exonerated — landscape scissor full-screen all run, terrain-UBO/region-SSBO
planes full-screen on both sides of every merge, all 41,373 instances on the
correct repacked slot with cullEnt=0 — while [gl-state] showed frames entering
with dmask=0 blend=1 for exactly the merged stretches (145,238 consecutive
frames in the held window, flipping with each merge boundary at the end-of-run
strobe cycles).

Fix (all paths root-cause, no suppression):
- EnvCellRenderer: move the pass-state establish BELOW the totalDraws==0
  early-out so state is only set on a path that always reaches the restore;
  hoist the globalVao==0 check (the second leak-shaped early-out) above the
  state set.
- GameWindow frame clear: assert DepthMask(true) before glClear — the clear
  DEPENDS on the depth write mask, so it sets the state it depends on
  (feedback_render_self_contained_gl_state; this is the 4th instance of the
  class, in the same function as the 1st).

Very likely the same family as the "parts of the screen flash while running
past cottages" and cottage enter/exit artifacts (every brief merge = a
1-frame no-op depth clear). Visual gate pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 09:13:14 +02:00
..
Shaders feat(render): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway) 2026-06-02 16:15:08 +02:00
Sky refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
Vfx feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms 2026-05-12 00:02:16 +02:00
Wb fix(render): §4 outdoor full-world flap — empty Transparent pass leaked DepthMask(false), no-oping the frame depth clear 2026-06-10 09:13:14 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellVisibility.cs feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView 2026-06-07 19:06:13 +02:00
ChaseCamera.cs fix(camera): pin chase-camera Z to last-grounded while airborne 2026-04-26 18:23:02 +02:00
ClipFrame.cs feat(render): Phase U.4 — unified gated draw pass (indoor root) 2026-05-30 17:59:21 +02:00
ClipFrameAssembler.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
ClipPlaneSet.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs fix(render): §4 outdoor full-world flap — empty Transparent pass leaked DepthMask(false), no-oping the frame depth clear 2026-06-10 09:13:14 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ICameraCollisionProbe.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
IndoorDrawPlan.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartition.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
InteriorRenderer.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
OutdoorCellNode.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
ParticleRenderer.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
PhysicsCameraCollisionProbe.cs diag(camera): add F6 in/out eye to [flap-sweep] probe 2026-06-09 08:09:10 +02:00
PortalProjection.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
PortalView.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
PortalVisibilityBuilder.cs fix(render): R-A2b — cull back portal like retail (InitCell side test), kill the indoor flap cycle 2026-06-09 13:06:57 +02:00
RetailChaseCamera.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
RetailPViewRenderer.cs diag(render): §4 flap [clip-route] probe — slot routing + clip-buffer content + landscape scissor 2026-06-10 08:37:09 +02:00
SamplerCache.cs refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
ScreenPolygonClip.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TerrainAtlas.cs feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2) 2026-05-10 08:43:06 +02:00
TerrainModernRenderer.cs docs(render): Phase W Stage 4 — verify ceiling-sealed / terrain-viewpoint / GL-state + ParentCellId 2026-06-02 16:24:23 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs diag(render): tripwires on every silent dat-miss path (white-walls attribution, #105) 2026-06-09 21:28:32 +02:00