acdream/tests/AcDream.App.Tests/Rendering
Erik 485e44d163 fix(render): R-A2b — cull back portal like retail (InitCell side test), kill the indoor flap cycle
Pinned (flap-sidechk.log): the indoor doorway flap is a 0171<->0173 flood cycle. Back portals show camInterior=False (our side test already agrees with retail) but were traversed when eyeIn=True because the side-cull had an  bypass (added 2026-06-05 for the void). Within 1.75m of a doorway that bypass kept the BACK portal alive -> mutual re-contribution -> re-enqueue churn (maxPop=16) -> eye-sensitive flood depth -> grey flap + dropped floor.

Fix (Option B1): drop the bypass from the side-cull in Build + BuildFromExterior so back portals cull by the side test alone, exactly like retail PView::InitCell (:432962, no eye-in-opening bypass). The forward-portal clip-empty void rescue is a SEPARATE branch and is untouched (Build_EyeStandingInInteriorPortal_FloodsNeighbour stays green). New RED->GREEN test Build_BackFacingPortal_EyeStandingInOpening_StillCulled; full App suite 218 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 13:06:57 +02:00
..
Wb feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CameraCollisionIndoorTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraCollisionUpdateViewerTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraControllerTests.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellViewDedupTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557) 2026-05-30 16:56:00 +02:00
ClipFrameAssemblerTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
ClipFrameLayoutTests.cs feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default 2026-05-30 17:27:30 +02:00
ClipPlaneSetTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.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
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
RetailChaseCameraTests.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
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00