acdream/tests/AcDream.Core.Tests/Rendering
Erik 1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.

- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
  near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
  MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
  restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
  (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
  only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
  IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
  loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).

Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.

Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 10:14:43 +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 refactor(render): Phase U.1 — delete two-pipe inside-out machinery 2026-05-30 16:05:19 +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
RenderingDiagnosticsTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +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