Confirmed root cause via primary evidence (determinism test + 6dp jitter probe + retail grounding): the flap is portal-flood set-membership flipping because the drift-prone ClipToRegion vertex count gates membership while the player RenderPosition micro-jitters (~1-8um) into a grazing portal's knife-edge clip. Design: gate membership on a stable side-test + view-region overlap, not the vertex count. Refutes the 2026-06-07 see-through/ EnvCell/outdoor-node handoff (ModelId GfxObj 0x01000A2B is the solid exterior; outside is stable; root is stable 0170). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
12 KiB
Portal-Flood Membership Stability — the indoor "flap" root-cause fix
Date: 2026-06-08
Branch: claude/thirsty-goldberg-51bb9b
Status: design approved (user, 2026-06-08); TDD implementation pending behind a visual gate.
1. Summary
The indoor render flap (textures "battling" at the doorway threshold) is portal-flood
set-membership instability: from a stable viewer cell, the PView BFS includes or excludes a
deeper cell cluster frame-to-frame, redrawing a different set each frame. The fix makes set
membership depend on a stable visibility predicate (side-test + view-region overlap) instead of
the drift-prone surviving-vertex count of the per-portal clip. Localized to
PortalVisibilityBuilder; no camera/movement/physics/clip-math rewrite.
2. Root cause — confirmed with primary evidence
2.1 What the flap actually is
Live [render-sig] + [pv-input] capture at the Holtburg cottage threshold (landblock 0xA9B4),
standing at the doorway:
- The render root is stable (
root=0xA9B40170,outRoot=n, i.e. an interior viewer cell — NOT the outdoor node, NOT a root toggle). - The flood cell set oscillates frame-to-frame:
ids=[0170,0171,0172,0173,0174,0175](6) ↔ids=[0170,0171](2). The deeper cluster{0172,0173,0174,0175}pops in/out. - The oscillation occurs at a byte-identical (to cm) eye AND player position — e.g. three
consecutive frames at eye
(155.55,15.45,96.05), player(155.40,13.20,94.00)with flood6,2,6.
2.2 Why it flips — the mechanism
PortalVisibilityBuilder.Buildis a pure static function with all-fresh per-call state (newframe/todo/queued/popCountsevery call). Proven deterministic byPortalVisibilityBuilderTests.Build_IsDeterministic_IdenticalInputsGiveIdenticalVisibleSet(passes). So for identical inputs the output cannot flip → the flip requires a varying input.- The high-precision
[pv-input]probe (6 dp) shows the camera eye and the playerRenderPositioncarry perpetual ~1–8 µm float jitter every frame even "standing still" (e.g. player94.000000 ↔ 94.000008, eye96.248863 ↔ 96.248871). At most poses this is harmless; the flood is stable. - The per-portal clip is a faithful homogeneous port of retail's
polyClipFinish(PortalProjection.ProjectToClip→ClipToRegion, w-aware Sutherland–Hodgman). But the re-enqueue fixpoint (MaxReprocessPerCell) re-clips a cell's view each round, and the codebase documents that this drifts per round (PortalVisibilityBuilder.cs:43,151,732: "ProjectToClip drift keeps a view growing forever"). - At the threshold pose a deeper portal is grazing (oblique / near the eye) → it projects to a
thin sliver. The per-round drift + the µm viewpoint jitter flip
ClipToRegion's surviving-vertex count across the<3boundary (PortalProjection.cs:118/121) →clippedRegion.Countflips0 ↔ N→ the cull atPortalVisibilityBuilder.cs:235(if (clippedRegion.Count == 0 && !EyeInsidePortalOpening) continue;) drops the deeper cluster on the empty-clip frames → flood2 ↔ 6→ the flap.
2.3 Why prior fixes did not work
- boom-snap (camera stabilization, shipped): the jitter is sub-cm and perpetual (it is in the
player
RenderPosition, propagating to the camera); snapping the boom distance did not make the viewpoint bit-exact, so the knife-edge still flips. - w-space clip (
ProjectToClip/ClipToRegion, shipped): this made the single clip robust, but the instability is in the re-clip drift across rounds + the membership gate's dependence on the surviving-vertex count, not in a single clip. - viewer-cell dead-zone (tried, reverted): the root does not toggle here (
root=0170stable), so a root-resolution dead-zone is irrelevant to this symptom.
2.4 What this REFUTES (the 2026-06-07 handoff diagnosis)
The predecessor handoff
(docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md) is wrong on its
load-bearing claims; do not act on its F1/F2:
- "See-through walls from outside" — not reproduced: standing outside with the door closed is stable (user visual gate, 2026-06-08).
- "The walls ARE the EnvCell shells; the ModelId is a partial frame" — refuted: the cottage
ModelId GfxObj
0x01000A2Bis a full closed exterior (76 render polys, bbox 20×18×10.4 m, 46 outward-facing walls + roof; cross-checked vs the physics BSP + retailDrawBuilding). The EnvCell shells are interior-facing room surfaces. F2 (build EnvCell back faces / double-side) targets the wrong geometry. - "Oscillation = outdoor-node flood instability (1↔13)" — corrected: it is the indoor flood
(
outRoot=n, stable root) swinging 2↔6. F1 targeted the wrong root. - "branch=RetailPViewInside every frame proves the flap is gone" — tautological: post-flip
clipRoot = viewerRoot ?? _outdoorNodeis essentially never null, so thebranchlabel can no longer reportOutdoorRoot. It proves nothing.
3. Retail grounding
Retail PView::ConstructView (decomp acclient_2013_pseudo_c.txt:433750): a cell becomes a draw-set
member the moment it is popped from the todo list (:433783). A neighbour is enqueued only if the
per-portal ConstructView (:433827) passes: the side-test (:433832-433849, dot(viewpoint, planeN)+d vs a 0.2 mm epsilon → POSITIVE/IN_PLANE/NEGATIVE) AND GetClip (:432344) returns a
non-empty clip (:433858 if (arg3 != 0)). GetClip projects via xformStart and clips via
ACRender::polyClipFinish (:702749).
So retail gates membership on a non-empty clip too — it never flaps because (a) it processes each cell once (enqueue-once; no re-clip drift) and (b) its viewpoint is bit-stable at rest (the authoritative local position does not move). acdream diverges on both (re-enqueue drift + µm viewpoint jitter), and the two combine at the grazing portal.
The fix restores retail's intent — "the portal is visible through the accumulated view" — with a predicate that is stable under acdream's residual drift/jitter, rather than the literal drift-sensitive vertex count.
4. The fix (design)
Principle: set-membership is decided by a stable visibility predicate, not by the drift-prone surviving-vertex count of the clip. The clip still computes the draw region; it no longer decides whether a reachable cell is in the set.
Change — localized to PortalVisibilityBuilder (the line-235 gate):
- Today (
PortalVisibilityBuilder.cs:235-244):if (clippedRegion.Count == 0) { if (!EyeInsidePortalOpening(poly, cell.WorldTransform, cameraPos)) continue; // cull foreach (var vp in activeViewPolygons) clippedRegion.Add(clone(vp)); // flood with parent view } - New: when
clippedRegion.Count == 0but the portal passed the side-test (already computed:sideAllowed, the stable plane-side test) and its projection still overlaps the current view region (a stable convex-overlap predicate — true for a thin grazing sliver inside the region, false for an off-screen portal), keep the neighbour by flooding it with the parent's view (the same substitution theEyeInsidePortalOpeningbranch already does). Otherwise cull as today.
The drift-prone clippedRegion.Count no longer flips membership; a portal that is genuinely visible
through the accumulated view (stable side-test + stable overlap) stays in the set every frame.
The stable overlap predicate (PortalOverlapsView, new small helper): does the portal's
projected polygon overlap any of the activeViewPolygons? Implemented to be stable for the
near/grazing case (the failure mode is ClipToRegion losing a vertex to float noise, NOT the gross
position of the sliver, which sits well inside the view region — so a robust "any-overlap" test
returns a steady boolean). Exact formulation is fixed in TDD (§5); candidates: (a) any portal NDC
vertex inside the region OR any region vertex inside the portal OR any edge crossing; (b) reuse the
existing EyeInsidePortalOpening 3D near-region test generalized from "eye in opening" to "eye within
the portal's view cone." The chosen formulation MUST keep the #95 guard test green.
This subsumes the EyeInsidePortalOpening special-case (a portal the eye stands in trivially
overlaps the full-screen region), so that ad-hoc patch is removed once the general predicate is in
place — fewer special cases, not more.
#95 over-inclusion guard preserved: an off-screen portal (2 m to the side) does not overlap the view region → still culled. No visible-set blowup.
5. Verification (TDD)
Write the failing test first, then the fix.
- RED → GREEN — degenerate-clip membership. New deterministic test in
PortalVisibilityBuilderTests: construct an interior portal that (a) passes the side-test, (b) whose projection overlaps the view region, but (c) whoseClipToRegionreturns<3verts (degenerate sliver — the live failure mode), and the eye is NOT standing in the opening. Assert the neighbour is inOrderedVisibleCells. RED today (culled at line 235 because notEyeInsidePortalOpening); GREEN after the fix (kept because side-test + overlap). This pins the gate change without needing to reproduce the exact µm knife-edge.- Optional companion (robustness): if a fixture can be found whose clip flips
<3 ↔ ≥3under a µm eye nudge, add a test assertingOrderedVisibleCellsis identical across the nudge. Skip if it proves too geometry-sensitive to construct stably — the deterministic test above is the gate.
- Optional companion (robustness): if a fixture can be found whose clip flips
- Stays GREEN — #95 over-inclusion guard.
Build_DegeneratePortalToTheSide_NotFlooded_NoOverInclusion(off-screen portal stays culled). - Stays GREEN — existing behavior.
Build_EyeStandingInInteriorPortal_FloodsNeighbour,Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour,Build_IsDeterministic_IdenticalInputsGiveIdenticalVisibleSet, and the existing cellar/window clip tests. - Visual gate (user). At the cottage doorway threshold, hold still — the 2↔6 oscillation is gone; the deeper rooms render steadily through the door. Walking in/out remains seamless.
dotnet build + dotnet test green before the visual gate.
6. Scope / non-goals
- In scope:
PortalVisibilityBuilder(the line-235 gate + thePortalOverlapsViewhelper), removal of the now-subsumedEyeInsidePortalOpeningforce-flood branch, the new + existing tests. - Non-goals (explicitly deferred):
- No camera / movement / interpolation / physics changes (the µm viewpoint jitter is left as-is; the fix is robust to it).
- No clip-math rewrite (
ProjectToClip/ClipToRegionstay). - Restoring retail's enqueue-once traversal (removing the re-enqueue fixpoint, eliminating the per-round drift at its source) is a real, larger, retail-faithful improvement but a separate step — out of scope here. This fix neutralizes the drift's effect on membership without restructuring the BFS.
7. Apparatus (diagnostic probes added this session)
- Keep:
PortalVisibilityBuilderTests.Build_IsDeterministic_*(regression value);tools/A8CellAuditgfxobjdump mode (reusable). - Strip after the fix is visually verified: the
[pv-input]probe +RenderingDiagnostics.ProbePvInputEnabled(GameWindow.cs / RenderingDiagnostics.cs), theoutRoot=/bshell=fields added to[render-sig], andlaunch-bshell-probe.ps1/launch-pvinput.ps1. All env-var-gated and inert when off; safe to leave until the visual gate passes, then remove.
8. References
- Diagnosis evidence + refutation: this session's
[render-sig]/[pv-input]captures (cottage threshold), theBuild_IsDeterministictest, the GfxObj0x01000A2Brender-geometry dump. - Retail decomp:
PView::ConstructView:433750/:433827,PView::GetClip:432344,ACRender::polyClipFinish:702749(docs/research/named-retail/acclient_2013_pseudo_c.txt). - Superseded:
docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md(wrong on see-through / EnvCell-walls / outdoor-node — see §2.4). - Memory to correct:
project_indoor_flap_rootcause,reference_render_pipeline_state.