acdream/tests/AcDream.Core.Tests/Lighting
Erik d591e3bbe5 revert #176/#177 cap raise: the uncapped light pool exposes unported per-cell reach semantics — defer to A7
The MaxGlobalLights 128->1024 fix (4d25e04d) was live-tested and made
the eviction pops stop — but with the full 366-fixture pool active,
three unported retail lighting semantics dominate the Facility Hub:

(a) lights reach THROUGH solid floors/walls: retail registers lights
    per-CELL (insert_light 0x0054d1b0) so the under-room portals'
    purple light never touches the corridor above; our flat
    sphere-overlap selection has no reach/occlusion notion — rooms
    washed magenta (user screenshot).
(b) stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9x
    retail's static 1/d3 bake curve at 3m) — the #143 isDynamic
    assignment is wrong for ACE-served world fixtures.
(c) an unexplained striped z-fight-like artifact on lit floor regions
    (user screenshot; no coincident dat geometry — the coplanar-pair
    sweep came back empty; not a striped texture — all corridor
    surfaces are plain Base1Image stone).

Reverted to 128. The cap is now documented as a LOAD-BEARING STOPGAP:
it accidentally approximates per-cell reach by keeping the pool local
to the camera. The #176/#177 root cause (cap eviction popping per-cell
light sets) stays CONFIRMED and fully documented; the real fix is the
A7 dungeon-lighting arc: per-cell light registration + the static
fixture curve + the stripe hunt, THEN uncap. The desired-end-state pin
is kept as Skip with the full pointer. Register row AP-85 rewritten to
match reality; ISSUES #176/#177 back to OPEN with the complete
mechanism story.

Suites: Core 2591+3skip / App 719 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 23:11:18 +02:00
..
GlobalLightPackerTests.cs refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep 2026-06-18 17:25:11 +02:00
LightBakeConformanceTests.cs test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) 2026-06-18 17:26:52 +02:00
LightBakeTests.cs feat(A7): LightBake Core — verified per-vertex static-light burn-in (foundation, not wired) 2026-06-14 14:27:45 +02:00
LightingHookSinkTests.cs fix(A7): port retail calc_point_light (1-dist/falloff) ramp — kill the "spotlight" hard edge (#133) 2026-06-13 21:48:46 +02:00
LightManagerTests.cs revert #176/#177 cap raise: the uncapped light pool exposes unported per-cell reach semantics — defer to A7 2026-07-05 23:11:18 +02:00
SceneLightingUboTests.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00