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Shokunin 270ff27c74 Reprojection: place source-less geometry by its PGXP depth
Geometry a game subdivides itself near the camera carries no projection
source, so it was not world: it was pasted un-warped (doubled text on a
passing billboard) or, with the unplaced-share safety, generation was
skipped almost every step in R4 races (1077 skipped / 82 generated).
The per-vertex PGXP depth the renderer already receives (RTH_DEPTH) is
now kept with the captured triangle (FgPrim.pz); both depth images treat
such a triangle as world at that depth in the view of its draw area
(scaled by the measured camera-z / SZ ratio, 1.0 in R4). The safety now
counts only geometry with neither. R4 0.8 on the PC, 16 s through the
tunnel: 485 generated / 484 real, 0 skipped; frames clean through the
billboard and the tunnel exit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 20:52:51 -07:00
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