fix(app): Phase 9.2 — enable back-face cull in translucent pass
The user reported the lifestone crystal (AlphaBlend part 3 of the 4-part 0x020002EE setup) rendered with one side consistently missing — looked like "a box with one side missing, you can see into it" while the whole thing rotated. Isolated via experiment: routing the crystal through the opaque pass (no blending, depth write on) produced a whole solid shape. Routing it through the Phase 9.1 translucent pass (blending on, depth write off) produced the hole. Mesh build was eliminated as the cause. Root cause: our translucent pass matched WorldBuilder's state (SrcAlpha/OneMinusSrcAlpha, DepthMask(false)) but NOT its culling state. WorldBuilder enables GL_CULL_FACE with per-batch CullMode (references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ BaseObjectRenderManager.cs:361-365). Without face culling, the 58 triangles of the closed crystal shell drew in dict-iteration order; back faces that happened to draw AFTER front faces composited over them because depth-write-off meant nothing recorded depth within the translucent set. One face of the crystal ended up permanently overwritten by its own backside. Fix: in pass 2 (translucent) enable GL_CULL_FACE with GL_BACK and CCW front-face winding. Our mesh builder emits pos-side triangles as (0, i, i+1), which is CCW in standard OpenGL conventions, so GL_BACK correctly drops the inward-facing side. Back-face culling is disabled again after pass 2 so subsequent renderers (terrain etc.) see the default state. Known limitation: neg-side polys on translucent surfaces — which my pos/neg mesh-build fix would have emitted with reversed winding — now get culled in the translucent pass. AC rarely uses double-sided polygons on translucent surfaces so this is acceptable, and the opaque pass still renders them correctly. A future Phase 9.3 can track CullMode per sub-mesh and draw double-sided translucents with GL_NONE if it turns out to matter. Also strips the Portal/Lifestone [DIAG] spawn dump that served as one-shot evidence gathering during the investigation. 194 tests green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -135,6 +135,30 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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_gl.Enable(EnableCap.Blend);
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_gl.Enable(EnableCap.Blend);
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_gl.DepthMask(false);
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_gl.DepthMask(false);
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// Phase 9.2: enable back-face culling for the translucent pass so
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// closed-shell translucents (lifestone crystal, glow gems, any
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// convex blended mesh) don't draw their back faces over their
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// front faces in arbitrary iteration order. Without this, the
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// 58 triangles of the lifestone crystal composited with an
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// "inside-out" look where the user saw through one face into
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// the hollow interior. With back-face culling on, back faces are
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// dropped at rasterization time, front faces composite as-is,
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// and depth ordering within the front-facing subset is a
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// non-issue for closed convex-ish shells. Matches WorldBuilder's
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// per-batch CullMode handling in
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// references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/
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// BaseObjectRenderManager.cs:361-365.
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//
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// Our fan triangulation emits pos-side polygons as
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// (0, i, i+1) which is CCW in standard OpenGL conventions, so
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// GL_BACK + CCW front is the correct state. Neg-side polygons
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// (if any) use reversed winding and get culled here — that's a
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// known limitation and matches the opaque-pass behavior since
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// neg-side polys are virtually never translucent in AC content.
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_gl.Enable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.FrontFace(FrontFaceDirection.Ccw);
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foreach (var entity in entityList)
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foreach (var entity in entityList)
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{
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{
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if (entity.MeshRefs.Count == 0)
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if (entity.MeshRefs.Count == 0)
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@ -191,6 +215,7 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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// Restore default GL state for subsequent renderers (terrain etc.).
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// Restore default GL state for subsequent renderers (terrain etc.).
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_gl.DepthMask(true);
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_gl.DepthMask(true);
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_gl.Disable(EnableCap.Blend);
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_gl.Disable(EnableCap.Blend);
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_gl.Disable(EnableCap.CullFace);
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_gl.BindVertexArray(0);
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_gl.BindVertexArray(0);
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}
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}
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