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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