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Corner and tunnel runs showed light cracks along seams and near the view edge in generated frames: - weld: every placed vertex at one screen position of a view moves alike (the same corner arrives from several projections); - a vertex without a projection on an edge between placed vertices moves as that point of the edge (T-junctions from the game's polygon splits); - a vertex the in-between camera passes is projected at a clamped depth, and such a game frame is not generated (no near-plane clipping: tunnel ceilings, overhead bridges); - debug: "clamped", "guessed" (CPU-built vertices placed by a triangle mean over a >1 px motion spread). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>