acdream/src/AcDream.App/Rendering
Erik b595cfbb9f fix(render): Phase W Stage 4 — scissor sky/weather mesh in Scissor mode (adversarial-review fix)
Opus adversarial review caught a real gap: the sky/weather MESH bled full-screen indoors in TerrainClipMode.Scissor (a multi-exit interior, or an OutsideView with >8 edges). The assembler only sets the binding=2 clip-plane UBO in Planes mode; in Scissor mode it leaves count==0, so sky.vert's gl_ClipDistance writes all +1 (no clip) and the mesh draws — which had NO scissor wrapper, only the no-op planes — covered the whole screen. The terrain and particle passes were already scissored; the sky/weather mesh was the one unguarded path.

Fix: scissor the WHOLE sky pre-scene + weather post-scene blocks (mesh + particles) to the OutsideView AABB when indoors. In Planes mode the scissor is a harmless over-include (the per-vertex clip planes are tighter and do the exact doorway clip); in Scissor mode it is the sole confinement, mirroring the terrain Scissor path; outdoors it is skipped (full-screen, bit-identical). Also hoisted the scissor-disable out of the particle null-check (cleaner, leak-free on the no-particle path) and corrected a stale 'weather does not write gl_ClipDistance' comment at the world-bracket close.

The single-convex-doorway case (Holtburg cottage) was already correct (Planes mode); this seals the multi-opening case. Build 0/0; App tests 171/171.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:57:11 +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 docs(render): Phase W Stage 4 — verify ceiling-sealed / terrain-viewpoint / GL-state + ParentCellId 2026-06-02 16:24:23 +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 refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +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): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway) 2026-06-02 16:15:08 +02:00
ClipPlaneSet.cs feat(render): Phase U.2c — ClipPlaneSet (NDC convex region → gl_ClipDistance planes) 2026-05-30 17:03:32 +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): Phase W Stage 4 — scissor sky/weather mesh in Scissor mode (adversarial-review fix) 2026-06-02 16:57:11 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ICameraCollisionProbe.cs feat(render): Phase A8.F — PhysicsCameraCollisionProbe (swept-sphere eye via ResolveWithTransition) 2026-05-29 19:01:21 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
PhysicsCameraCollisionProbe.cs diag(render): camera-collision indoor non-engagement — RED test + diagnosis 2026-05-31 18:02:37 +02:00
PortalProjection.cs docs(render): Phase A8.F — correct PortalProjection near-clip comments 2026-05-29 11:57:30 +02:00
PortalView.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilder.cs diag(render): Phase U.4c — flap probe logs projected NDC coords + clip result 2026-05-31 14:21:46 +02:00
RetailChaseCamera.cs fix(render): Phase A8.F — camera collision no longer corrupts the damped eye (wall-press vibration) 2026-05-30 09:40:08 +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 docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path 2026-05-11 12:34:10 +02:00