fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail
The Holtburg windmill axle (GfxObj 0x010010CE, 8 polygons, all
Stippling.NoPos + SurfaceType.Base1Solid) extracted to a 0-vertex mesh.
NoPos ("NO_POS_UVS", acclient.h:7380-7388) means "this side has no
texture coordinates" — true of every solid-colour polygon, since
nothing samples them — not "there is no positive face". Extraction read
it as the latter and dropped the polygon entirely, client-wide, for
every untextured polygon on every object.
Retail's D3DPolyRender::DrawMesh (@0x0059d4a0, named-retail decomp
~line 426048) draws an untextured subset on an ordinary object exactly
like a textured one; the only retail cases that skip an untextured
subset are a building shell (RenderDeviceD3D::DrawBuilding @0x0059f2a0
sets ObjBuildingOrBuildingPart=1) or an EnvCell interior
(RenderDeviceD3D::DrawEnvCell @0x0059f170, arg4=1). The #119
investigation's "retail's skipNoTexture never draws them either"
conclusion was itself wrong as a general rule.
- MeshExtractor.PrepareGfxObjMeshData / GfxObjMesh.Build: emit the
positive side whenever PosSurface is a valid index, regardless of
NoPos; the existing UV-index-0 fallback already produces zero
texcoords for a NoPos polygon with no UVs on the wire.
- RetailUntexturedSurfacePolicy.IsUntextured(SurfaceType): the one
place that answers "is this surface textured"
((type & (Base1Image|Base1ClipMap)) == 0), replacing the old
`isSolid = NoPos || Base1Solid` (which also mis-classified a NEG-side
batch by the POS-side's NoPos flag).
- RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured):
the shared draw-time gate wired into WbDrawDispatcher.ClassifyBatches,
.PackedOracle.ClassifyPackedBatches, and
.DirectionalShadows.AddDirectionalShadowBatches — one predicate so the
three walks cannot drift (Campaign VM VM6 lesson).
- CellMesh.cs / MeshExtractor.PrepareCellStructMeshData deliberately
KEEP their NoPos-gated skip for cell-wall geometry — retail's
DrawEnvCell really does skip untextured subsets there; register row
AP-234 documents the NoPos-vs-Surface.Type approximation.
- PakFormat.CurrentBakeToolVersion 4->5 (LauncherInstallRecordStore in
lockstep): a pak baked by an older tool is missing every untextured
face. No bake was run as part of this commit.
Also fixed: WorldBuilder's own upstream ObjectMeshManager.cs has the
identical NoPos bug (ObjectMeshManager.cs:959,984) — our port had
faithfully carried it over, and our own conformance test
(Build_NoPosFlag_OnlyEmitsNegSide) asserted the bug as correct WB
conformance. Renamed/reworded to Build_NoPosFlag_EmitsBothPosAndNegSide
with a citation for why retail decomp overrides WB here.
Issue119UpNullGfxObjDumpTests re-run against the installed DAT:
#119's own two objects (0x010002B4 9/9 polys, 0x010008A8 1/1 poly) now
gate DRAWS on every polygon instead of extracting to nothing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
51a5fe99ef
commit
517d17b4b3
18 changed files with 755 additions and 40 deletions
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@ -1661,16 +1661,36 @@ namespace AcDream.App.Rendering.Wb
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var renderData = UploadGfxObjMeshData(meshData);
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if (renderData == null)
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{
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// 0-vertex mesh: every polygon was gated out at extraction. #119
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// (2026-06-11) dat-verified this is LEGITIMATE for all-no-draw
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// models (all polys NoPos + Base1Solid surfaces — retail's
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// skipNoTexture never draws them either; 0x010002B4/0x010008A8
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// are this class, Issue119UpNullGfxObjDumpTests). The empty
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// cache is the correct terminal state for those. The line stays
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// as a tripwire for the OTHER way to get here (extraction
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// dropped textured polys — a real defect; dat-verify with the
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// dump test before treating as one).
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Console.WriteLine($"[up-null] 0x{meshData.ObjectId:X10} produced a 0-vertex mesh — caching empty render data (legitimate for all-no-draw models; dat-verify via Issue119UpNullGfxObjDumpTests)");
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// 0-vertex mesh: every polygon was gated out at extraction.
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// #119 (2026-06-11) ORIGINALLY reasoned this is LEGITIMATE
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// for every all-NoPos+Base1Solid ("all-no-draw") model,
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// claiming retail's skipNoTexture never draws untextured
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// subsets at all. #426 (2026-08-23, the Holtburg windmill
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// axle 0x010010CE) corrected that: retail's skipNoTexture
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// only suppresses untextured subsets on a BUILDING SHELL
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// (RenderDeviceD3D::DrawBuilding @0x0059f2a0 sets
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// ObjBuildingOrBuildingPart=1) or inside an EnvCell
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// interior (DrawEnvCell @0x0059f170, arg4=1) — an
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// ORDINARY object's untextured (solid-colour) polygons DO
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// draw (D3DPolyRender::DrawMesh(..., arg4=0)). Extraction
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// now emits the positive side for every polygon with a
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// valid PosSurface regardless of NoPos, so a 0-vertex
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// mesh here is legitimate ONLY for a model whose every
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// polygon is degenerate (fewer than 3 vertices) or
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// references no valid Surface index at all.
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// Issue119UpNullGfxObjDumpTests' own dump against the
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// installed DAT confirms #119's original two objects
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// (0x010002B4, 9 polys; 0x010008A8, 1 poly — both
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// all-NoPos+Base1Solid) now gate DRAWS on every polygon
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// and are NOT examples of the legitimate 0-vertex case
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// any more; they were never actually all-degenerate or
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// all-invalid-surface, they were all-solid, which #426
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// now extracts. The line stays as a tripwire for the
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// OTHER way to get here (extraction dropped textured
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// polys — a real defect;
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// dat-verify with the dump test before treating a hit as
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// legitimate).
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Console.WriteLine($"[up-null] 0x{meshData.ObjectId:X10} produced a 0-vertex mesh — caching empty render data (legitimate only for degenerate/no-valid-surface models post-#426; dat-verify via Issue119UpNullGfxObjDumpTests)");
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renderData = new ObjectRenderData();
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}
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@ -1183,6 +1183,15 @@ public sealed partial class WbDrawDispatcher
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batchIndex++)
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{
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ObjectRenderBatch batch = renderData.Batches[batchIndex];
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// #426: a batch retail never draws for this entity casts no
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// shadow either — same gate as ClassifyBatches/
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// ClassifyPackedBatches (RetailUntexturedSubsetPolicy), so the
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// caster and receiver agree by construction (mirrors the
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// FoliageWindClassification comment below).
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if (!RetailUntexturedSubsetPolicy.Draws(candidate.IsBuildingShell, batch.Key.IsSolid))
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continue;
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sourceBatches++;
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if (!DirectionalShadowPreparedDraws.TryClassifyMaterial(
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batch.Translucency,
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@ -631,6 +631,14 @@ public sealed unsafe partial class WbDrawDispatcher
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{
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ObjectRenderBatch batch =
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renderData.Batches[batchIndex];
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// #426: mirrors the classic ClassifyBatches gate exactly — see
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// RetailUntexturedSubsetPolicy for the retail citation. ONE
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// shared predicate so the classic and packed classifiers cannot
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// drift (Campaign VM VM6).
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if (!RetailUntexturedSubsetPolicy.Draws(entity.IsBuildingShell, batch.Key.IsSolid))
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continue;
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TranslucencyKind translucency = batch.Translucency;
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if (opacity < 1f && IsOpaque(translucency))
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translucency = TranslucencyKind.AlphaBlend;
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@ -3421,6 +3421,15 @@ public sealed partial class WbDrawDispatcher : IDisposable
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{
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var batch = renderData.Batches[batchIdx];
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// #426: retail's D3DPolyRender::DrawMesh skips an UNTEXTURED
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// (solid-colour) subset only on a BUILDING SHELL
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// (RenderDeviceD3D::DrawBuilding sets ObjBuildingOrBuildingPart);
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// ordinary statics/scenery/creatures/items draw it same as any
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// textured subset. ONE shared predicate with ClassifyPackedBatches
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// and AddDirectionalShadowBatches — see RetailUntexturedSubsetPolicy.
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if (!RetailUntexturedSubsetPolicy.Draws(entity.IsBuildingShell, batch.Key.IsSolid))
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continue;
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TranslucencyKind translucency = batch.Translucency;
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// #188: a mid-fade instance whose surface is otherwise Opaque/ClipMap
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@ -347,9 +347,20 @@ public sealed class MeshExtractor {
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if (poly.VertexIds.Count < 3) continue;
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// Handle Positive Surface
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if (!poly.Stippling.HasFlag(StipplingType.NoPos)) {
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AddSurfaceToBatch(poly, poly.PosSurface, false);
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}
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// #426 (2026-08-23, Holtburg windmill axle 0x010010CE): NoPos
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// ("NO_POS_UVS", acclient.h:7386) means "this side has no texture
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// coordinates" — that's true of every SOLID-COLOUR polygon, not
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// "there is no positive face". Retail's D3DPolyRender::DrawMesh
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// draws untextured (solid) subsets on ordinary objects same as
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// textured ones (see RetailUntexturedSurfacePolicy); only a
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// building shell or an EnvCell interior skips them, and that is
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// a DRAW-time decision (RetailUntexturedSubsetPolicy, applied in
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// WbDrawDispatcher), not an extraction-time one. So the positive
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// side is always emitted when PosSurface is a valid index;
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// AddSurfaceToBatch already falls back to UV index 0 / zero
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// texcoords (via BuildPolygonIndices) when NoPos leaves no UVs to
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// read.
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AddSurfaceToBatch(poly, poly.PosSurface, false);
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// Handle Negative Surface
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// Some objects use Clockwise CullMode to indicate negative surface data is present
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@ -376,7 +387,13 @@ public sealed class MeshExtractor {
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TextureFormat textureFormat;
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UploadPixelFormat? uploadPixelFormat = null;
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UploadPixelType? uploadPixelType = null;
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bool isSolid = poly.Stippling.HasFlag(StipplingType.NoPos) || surface.Type.HasFlag(SurfaceType.Base1Solid);
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// #426: "solid" (untextured) is a SURFACE fact, not a
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// polygon-stippling fact — see RetailUntexturedSurfacePolicy.
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// The old `NoPos ||` term conflated "this polygon's positive
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// side has no UVs" with "this surface is untextured"; it also
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// wrongly classified a NEG-side batch by the POS-side's NoPos
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// flag, since this method is shared by both sides.
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bool isSolid = RetailUntexturedSurfacePolicy.IsUntextured(surface.Type);
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bool isClipMap = surface.Type.HasFlag(SurfaceType.Base1ClipMap);
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uint paletteId = 0;
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bool isDxt3or5 = false;
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// GL cull enum: 0 = pos, 1 = pos twice with reversed winding,
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// 2 = pos + neg surface. The DAT-side NoPos/NoNeg flags still
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// suppress hidden portal/cap faces before they reach our mesh.
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//
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// #426: unlike PrepareGfxObjMeshData (ordinary objects — fixed to
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// emit every NoPos-flagged positive side, since NoPos means "no
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// UVs", not "no face"), this NoPos gate is INTENTIONALLY kept.
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// Cell-wall geometry draws through retail's
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// RenderDeviceD3D::DrawEnvCell (@0x0059f170), which calls
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// D3DPolyRender::DrawMesh with arg4=1 and skips every UNTEXTURED
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// subset — approximated here by the polygon's own NoPos flag
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// rather than by resolving Surface.Type
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// (Base1Image/Base1ClipMap, see RetailUntexturedSurfacePolicy)
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// before this decision is made. See
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// docs/architecture/retail-divergence-register.md AP-234. Do NOT
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// remove this gate to mirror the GfxObj fix — that would draw
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// solid-colour cell-wall faces retail never shows.
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bool hasPos = !poly.Stippling.HasFlag(StipplingType.NoPos);
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bool hasNeg = !poly.Stippling.HasFlag(StipplingType.NoNeg);
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@ -745,7 +776,13 @@ public sealed class MeshExtractor {
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TextureFormat textureFormat;
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UploadPixelFormat? uploadPixelFormat = null;
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UploadPixelType? uploadPixelType = null;
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bool isSolid = poly.Stippling.HasFlag(StipplingType.NoPos) || surface.Type.HasFlag(SurfaceType.Base1Solid);
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// #426: "solid" (untextured) is a SURFACE fact, not a
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// polygon-stippling fact — see RetailUntexturedSurfacePolicy.
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// The old `NoPos ||` term conflated "this polygon's positive
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// side has no UVs" with "this surface is untextured"; it also
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// wrongly classified a NEG-side batch by the POS-side's NoPos
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// flag, since this method is shared by both sides.
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bool isSolid = RetailUntexturedSurfacePolicy.IsUntextured(surface.Type);
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bool isClipMap = surface.Type.HasFlag(SurfaceType.Base1ClipMap);
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uint paletteId = 0;
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bool isDxt3or5 = false;
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@ -22,9 +22,15 @@ public static class PakFormat {
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/// version 3 embeds exact render-pass translucency in each texture batch
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/// so production never rebuilds surface metadata from live DAT. Version 4
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/// adds complete immutable flat collision and EnvCell-topology payloads.
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/// The binary format remains version 1.
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/// Version 5 (#426, 2026-08-23) extracts untextured (solid-colour)
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/// positive faces that versions <=4 dropped — every GfxObj polygon
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/// whose Stippling carries NoPos (NO_POS_UVS) previously extracted to
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/// zero vertices on its positive side, so any pak baked by an older tool
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/// is missing those faces (e.g. the Holtburg windmill axle 0x010010CE,
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/// 8 polygons all NoPos + Base1Solid, extracted to a 0-vertex mesh). The
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/// binary format remains version 1.
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/// </summary>
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public const uint CurrentBakeToolVersion = 4;
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public const uint CurrentBakeToolVersion = 5;
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}
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/// <summary>
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@ -41,7 +41,19 @@ public static class CellMesh
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if (poly.VertexIds.Count < 3)
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continue; // degenerate polygon
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// Skip if NoPos stippling is set (polygon has no positive surface geometry).
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// Retail's RenderDeviceD3D::DrawEnvCell (@0x0059f170) calls
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// D3DPolyRender::DrawMesh with arg4=1, which skips every
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// UNTEXTURED subset inside an EnvCell interior — unlike ordinary
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// objects, which draw them (see RetailUntexturedSurfacePolicy /
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// RetailUntexturedSubsetPolicy, #426). We approximate
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// "untextured" here with the polygon's own NoPos stippling flag
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// rather than resolving the Surface's own Type
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// (Base1Image/Base1ClipMap) before this per-polygon decision —
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// see docs/architecture/retail-divergence-register.md AP-234. Do
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// NOT remove this gate the way #426 removed the matching gate in
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// GfxObjMesh.Build/MeshExtractor.PrepareGfxObjMeshData — retail
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// genuinely skips untextured cell geometry, unlike ordinary
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// objects.
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if (poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos))
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continue;
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@ -28,8 +28,16 @@ public static class GfxObjMesh
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/// The rule for emitting a polygon side:
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/// </para>
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/// <list type="bullet">
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/// <item><b>Pos side:</b> emit whenever <c>!Stippling.NoPos</c> and
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/// <c>PosSurface</c> is a valid index.</item>
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/// <item><b>Pos side:</b> emit whenever <c>PosSurface</c> is a valid
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/// index, REGARDLESS of <c>Stippling.NoPos</c>. #426
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/// (2026-08-23): NoPos ("NO_POS_UVS", acclient.h:7386) means
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/// "this side has no texture coordinates" — every solid-colour
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/// polygon carries it, since it has no UVs to carry — not "there
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/// is no positive face". Retail's <c>D3DPolyRender::DrawMesh</c>
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/// draws untextured (solid) subsets on ordinary objects the same
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/// as textured ones (see <see cref="RetailUntexturedSurfacePolicy"/>);
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/// a NoPos polygon with no UVs to read falls back to UV index 0 /
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/// zero texcoords below.</item>
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/// <item><b>Neg side:</b> emit when
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/// <c>Stippling.Negative</c>, <c>Stippling.Both</c>, or
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/// <c>(!Stippling.NoNeg && SidesType == CullMode.Clockwise)</c>.
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@ -69,9 +77,10 @@ public static class GfxObjMesh
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continue; // degenerate — can't form a triangle
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// --- Positive side ---
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bool hasPos = !poly.Stippling.HasFlag(StipplingType.NoPos);
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if (hasPos)
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EmitSide(poly, poly.PosSurface, isNeg: false);
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// #426: always emit — NoPos only means "no positive UVs", not
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// "no positive face" (see the class doc). EmitSide's own
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// surfaceIdx-validity guard is the only real gate.
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EmitSide(poly, poly.PosSurface, isNeg: false);
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// --- Negative side ---
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// Three ways AC flags a polygon as double-sided:
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76
src/AcDream.Core/Meshing/RetailUntexturedSurfacePolicy.cs
Normal file
76
src/AcDream.Core/Meshing/RetailUntexturedSurfacePolicy.cs
Normal file
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@ -0,0 +1,76 @@
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Retail's textured-vs-untextured surface classification, ported from
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/// <c>D3DPolyRender::DrawMesh</c> @0x0059d4a0 (named-retail decomp,
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/// docs/research/named-retail/acclient_2013_pseudo_c.txt ~line 426048): a
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/// surface subset is TEXTURED — and therefore never subject to either of
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/// retail's "skip untextured" gates (see
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/// <see cref="RetailUntexturedSubsetPolicy"/>) — when
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/// <c>(surface->type & 6) != 0</c>, i.e. when
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/// <see cref="SurfaceType.Base1Image"/> (<c>BASE1_IMAGE</c>, 0x2) or
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/// <see cref="SurfaceType.Base1ClipMap"/> (<c>BASE1_CLIPMAP</c>, 0x4) is set
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/// (docs/research/named-retail/acclient.h:5822-5824). Every other surface —
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/// including <see cref="SurfaceType.Base1Solid"/> and any surface whose type
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/// carries neither bit — is UNTEXTURED: a flat-colour ("solid") subset filled
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/// from <c>Surface.ColorValue</c> rather than a decoded texture.
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/// </summary>
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/// <remarks>
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/// #426 (2026-08-23, the Holtburg windmill axle 0x010010CE): the polygon-side
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/// <c>StipplingType.NoPos</c> flag ("this side has no texture coordinates",
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/// acclient.h:7386) is NOT the same fact as "this surface is untextured" —
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/// every solid-colour polygon carries NoPos (it has no UVs to carry), but
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/// NoPos says nothing about whether the surface itself is textured. The old
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/// extraction conflated the two (<c>isSolid = NoPos || Base1Solid</c>) and,
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/// worse, used NoPos to decide whether to emit the polygon's positive side AT
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/// ALL — dropping every solid-colour polygon on every object. This type is
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/// the ONE place that answers "is this surface textured", built from the
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/// Surface's own Type flags so extraction (isSolid / TextureKey.IsSolid) and
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/// draw-time skip policy agree by construction.
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/// </remarks>
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public static class RetailUntexturedSurfacePolicy
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{
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public static bool IsUntextured(SurfaceType type) =>
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(type & (SurfaceType.Base1Image | SurfaceType.Base1ClipMap)) == 0;
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}
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/// <summary>
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/// Retail's draw-time policy for an UNTEXTURED (solid-colour) mesh subset on
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/// an ordinary <see cref="AcDream.Core.World.WorldEntity"/>, ported from the
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/// same <c>D3DPolyRender::DrawMesh</c> untextured branch: the subset draws
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/// unless <c>skipNoTexture != 0 &&
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/// RenderDeviceD3D::ObjBuildingOrBuildingPart != 0</c>. <c>skipNoTexture</c>
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/// @0x00820e30 is a global initialised to 1 and never cleared, so in
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/// practice the gate reduces to
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/// <c>RenderDeviceD3D::ObjBuildingOrBuildingPart == 0</c>.
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/// <c>RenderDeviceD3D::DrawBuilding</c> (@0x0059f2a0) sets that flag around
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/// the building-shell draw, so a building shell's own untextured subsets are
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/// the ONE case where an ordinary WorldEntity skips them — statics, scenery,
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/// creatures, and items (<c>DrawMeshInternal</c> @0x0059f360 →
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/// <c>DrawMesh(gfxobj, mesh, arg4: 0)</c>) always draw their untextured
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/// subsets.
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/// </summary>
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/// <remarks>
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/// EnvCell interiors are retail's OTHER "skip untextured" case
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/// (<c>RenderDeviceD3D::DrawEnvCell</c> @0x0059f170 calls
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/// <c>DrawMesh(..., arg4: 1)</c>), but EnvCell/CellStruct geometry never
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/// reaches this predicate — it draws through <c>EnvCellRenderer</c> /
|
||||
/// <c>MeshExtractor.PrepareCellStructMeshData</c>, which keeps its own
|
||||
/// NoPos-based approximation of the same rule (see
|
||||
/// <c>docs/architecture/retail-divergence-register.md</c> AP-234 and
|
||||
/// <c>CellMesh.cs</c>'s matching gate).
|
||||
/// <para>
|
||||
/// ONE shared predicate for <c>WbDrawDispatcher</c>'s classic classifier
|
||||
/// (<c>ClassifyBatches</c>), packed classifier (<c>ClassifyPackedBatches</c>),
|
||||
/// and the directional-shadow caster walk (<c>AddDirectionalShadowBatches</c>)
|
||||
/// — Campaign VM VM6 showed that two hand-maintained classifiers computing
|
||||
/// the "same" fact independently drift apart.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public static class RetailUntexturedSubsetPolicy
|
||||
{
|
||||
public static bool Draws(bool isBuildingShell, bool isUntextured) =>
|
||||
!isUntextured || !isBuildingShell;
|
||||
}
|
||||
|
|
@ -29,7 +29,10 @@ public sealed record InstallRecordVerification(
|
|||
/// </summary>
|
||||
public sealed class LauncherInstallRecordStore
|
||||
{
|
||||
public const uint CurrentBakeToolVersion = 4;
|
||||
// Kept in lockstep with AcDream.Content.Pak.PakFormat.CurrentBakeToolVersion
|
||||
// (#426, 2026-08-23: version 5 extracts untextured/solid-colour positive
|
||||
// faces that versions <=4 dropped).
|
||||
public const uint CurrentBakeToolVersion = 5;
|
||||
|
||||
private static readonly JsonSerializerOptions SerializerOptions = new()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue