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With one vertex behind the near plane, the GE splits the remaining quad from the vertex before the clipped one (gpu/probe exp43, exp44, as in SoftGPU's Clipper.cpp). The other diagonal could put a far off-screen near-plane vertex in both halves, so range culling dropped the whole triangle: the floor in #16131's box test vanished. The index generator reverses triangles to flip culling, so the batch's order is passed along. Triangles entirely beyond the far plane are now culled even when in front of the near plane, with the cull-distance epsilon, so z/w = 1.0000172 (exactly 1.0 to the GE) still counts as inside. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>