acdream/tests/AcDream.App.Tests/Rendering
Erik f35cb8b164 #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them
The live capture pinned it end to end. BuildInteriorEntitiesForStreaming
lifts the render-side cell transform +0.02 m Z (shell z-fighting vs
terrain - a DRAW concern) and passed that LIFTED transform to
BuildLoadedCell, so every plane in the visibility graph sat 2 cm high.
The portal side test's in-plane window is +-10 mm: an eye standing ON a
floor containing a HORIZONTAL portal (the tower's deck lip 010A->0107,
stair landings, cellar mouths) sits 0-10 mm above the TRUE plane = 10-20
mm BELOW the lifted plane -> outside the window -> the cell behind the
portal side-culled out of the flood. Captured live at the stair top:
root=0xAAB3010A eye z=126.803 vs the portal plane at 126.80, flood=1,
0x0107 (the whole tower interior incl. the staircase) dropped WHILE THE
GAZE LOOKED STRAIGHT AT IT - "stairs disappear and you can walk on
them", and the roof/edge flap as the gaze swung the marginal admissions.
Vertical doorways were immune (the lift slides their planes along
themselves) - exactly why this hit stairs/decks/floors and not doors.

Chase chain (the apparatus did all the work): [viewer] print-on-change
probe with eye@mm -> the user's climb capture -> [viewer-diff] naming
the dropped cells per flip -> headless replay of the exact captured
(eye,fwd) frame: healthy UNLIFTED, reproduces ONLY with the production
lift -> gate-by-gate diagnostic (side test dot=+0.003 unlifted vs
-0.017 lifted; clip + rescue exonerated; knife-edge z-sweep all-stable,
killing the float-chaos theory).

Fix: BuildLoadedCell receives the PHYSICS (unlifted) transform; the
drawn shells keep their lift. The seal/punch fans (which read the
visibility LoadedCell's WorldTransform) now stamp TRUE depth - MORE
consistent with the unlifted terrain they protect.

Pins: CapturedTopOfStairs_MainCellStaysInFlood - arm 1 (unlifted =
post-fix production) asserts the main cell admitted at the captured
frame; arm 2 (lifted) is the mechanism canary asserting the drop, with
instructions if it ever starts passing. Plus the gate-by-gate
diagnostic + knife-edge sweep as the investigation record.

Also this session: Issue127FloodFlipReplayTests (the captured 4 cm
outdoor flip pair replays STABLE across fovs/pre-gate arms - the
outdoor churn is NOT the flood math; remaining #127 = distant-building
admission churn, lower priority now that the tower-cell drops are
explained by the lift), and the [viewer-diff] probe (per-flip added/
removed cell naming - keep, it found this).

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:26:06 +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 T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +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
CornerFloodReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
HouseExitWalkReplayTests.cs #118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player 2026-06-11 16:49:29 +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 T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue113DrawingBspFilterTests.cs fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase) 2026-06-10 20:52:52 +02:00
Issue113MeetingHallFloodTests.cs fix(render): #113 - enable GL clip distances for the PView shell pass (phantom exterior staircase) 2026-06-10 16:26:55 +02:00
Issue120ReciprocalPingPongTests.cs #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail) 2026-06-11 18:34:45 +02:00
Issue127FloodFlipReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +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
TowerAscentReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +02:00