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The remaining tunnel cracks came from vertex sources, not from missing depth: 46 % of R4 lookups were marked ambiguous because the same 3D point is projected several times per frame (corners shared by separate meshes, other functions), so those vertices fell back to a triangle-mean guess. - The same point projected again is one vertex (the smaller identity, so the choice does not follow draw order). - Up to two different points on one pixel are kept; gpu.c picks the one projected by the same function as the triangle's other vertices, else the one nearest their depth. - Per-vertex motion is no longer rounded to 1/8 px: at high internal scales the rounding opened hairlines along long T-junction seams. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>