fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
The cellar-ascent grass window was the UNDERSIDE of the z~94 grade sheet. Retail terrain is single-sided: ACRender::landPolysDraw (0x006b7040) draws each land triangle ONLY when the camera is on the POSITIVE (upper) side of its plane (Plane::which_side2 vs Render::FrameCurrent, zFightTerrainAdjust bias) - a below-grade eye gets NO terrain, so retail shows sky through the cellar door. We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an editor camera goes underground by design) and TerrainModernRenderer.Draw set no cull state of its own -> terrain rasterized both sides. From a below-grade eye every aperture sight-ray RISES, so the only 'terrain' it can see is the grade sheet's underside - which painted the exit-door aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no depth axis and cannot exclude between-eye-and-portal geometry) and slid off the door exactly as the eye crossed grade. Membership/viewer was exonerated by the harness in the previous commit. Fix: TerrainModernRenderer.Draw owns its cull state (the 7th self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) + FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off baseline. GL backface culling evaluates retail's per-triangle eye-side predicate at rasterization; no shader change. Pins: - LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY: every emitted triangle CCW in world XY across both FSplitNESW split directions - the winding invariant culling depends on. - TerrainCullOrientationTests: under the production camera convention (LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW in window space from above (kept) and CW from below (culled) - guards FrontFace inversion, which would blank terrain from above. Oracle note: retail's through-portal clip has NO portal-face near plane (PView::GetClip / Render::set_view install edge planes only); nearer- than-portal exclusion comes from the eye-side cull + cell-level admission. No register row: this PORTS the retail mechanism, retiring an undocumented WB-heritage deviation. Gate pending: cellar climb (grass window gone) + outdoor sanity glance (terrain intact from above). Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 180 additions and 19 deletions
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@ -3701,27 +3701,47 @@ Unverified. The likely culprits, ranked by suspected probability:
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---
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [REOPENED 2026-06-11 · narrowed residual]
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [FIX SHIPPED 2026-06-12 · awaiting cellar visual gate]
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**Status:** REOPENED (narrowed) — the broad symptom is GONE (T5 +
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re-gate #2: "Yes, but…"), but a residual remains in ONE window: during
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the cellar ASCENT, while the eye is still below ground level, the
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upstairs exit-door opening is covered with grass — "like the ground
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level rose to the top of the door … as soon as my head pops up it falls
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back to ground level" (user, re-gate 2026-06-11). The original
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BR-2-era diagnosis stands: grass-sweep frames render through the
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OUTDOOR root (membership/viewer-cell flips outdoor mid-cellar), and the
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#117 depth-gated punch then correctly refuses to punch the aperture
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where terrain depth is NEARER than the door fan (eye below grade ⇒ the
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visible front-facing terrain can sit between the eye and the door in
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depth). The punch must STAY depth-gated (DO-NOT-RETRY) — the fix is on
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the membership/viewer side (why is the root outdoor while the eye is in
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the cellar stairwell below grade?). Apparatus shape: a vertical
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cellar-ascent variant of the #118 exit-walk harness (drive the eye up
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the stair path; log root resolution + the punch's mark-pass outcome per
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step). Prior history below.
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**Status:** FIX SHIPPED (desk-pinned) — root cause found 2026-06-12; the
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cellar-ascent visual gate is pending.
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**ROOT CAUSE (2026-06-12): terrain was drawn DOUBLE-SIDED — the grass was
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the UNDERSIDE of the grade sheet.** Two steps:
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1. The membership/viewer re-diagnosis below is **REFUTED** by the vertical
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cellar-ascent harness (`Issue108CellarAscentViewerReplayTests`, dat-backed
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A9B4 corner-building cellar 0x0174→0x0175→0x0171, production
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FindCellList pick + the camera probe chain mirrored verbatim): 0
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outdoor/null viewer resolutions while the eye is below grade, 0 sweep
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failures, 0 fallback branches across boom distance {2.61, 5} × damping
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lag {0, 0.3}. The viewer enters 0x0171 at eye z 94.01 — exactly as the
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head pops above grade (the stairwell portal sits at grade), matching the
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user's wording. The root is INTERIOR the whole window.
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2. Retail terrain is SINGLE-SIDED: `ACRender::landPolysDraw` (0x006b7040)
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draws each land triangle ONLY when the camera is on the POSITIVE (upper)
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side of its plane (`Plane::which_side2` vs `Render::FrameCurrent`). A
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below-grade eye gets NO terrain — through the door retail shows sky.
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WB renders the world with face culling DISABLED frame-globally (WB
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`GameScene.cs:841` — editor heritage), and `TerrainModernRenderer.Draw`
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set no cull state of its own → terrain drew double-sided. From a
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below-grade eye every aperture sight-ray RISES, so the only "terrain" it
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can see is the underside of the z≈94 grade sheet — which painted the
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whole exit-door aperture (the landscape slice's 2D NDC clip planes
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`(nx,ny,0,dw)` have no depth axis and cannot exclude it) and slid down
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off the door exactly as the eye crossed grade.
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**Fix: port the landPolysDraw eye-side gate as terrain backface culling**
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— `TerrainModernRenderer.Draw` now owns Enable(CullFace) + Cull(Back) +
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FrontFace(Ccw) (set→draw→restore; 7th instance of the self-contained-GL-
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state rule). Pins: `LandblockMeshTests.Build_AllTriangles_WindCounter-
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ClockwiseInWorldXY` (every emitted triangle CCW in world XY — cull-safe
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winding) + `TerrainCullOrientationTests` (above-eye ⇒ CCW window winding
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kept / below-eye ⇒ CW culled under the production camera convention).
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**Gate:** climb out of the corner-building cellar — the grass window over
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the exit door must be gone (sky/world through the door instead); plus a
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general outdoor sanity glance (terrain intact from above — a wrong
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FrontFace would blank it).
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**Severity:** MEDIUM
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**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip)
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**Component:** render / terrain (single-sidedness) — membership/viewer EXONERATED
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During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor
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shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the
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@ -283,6 +283,27 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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// when wired, else the no-clip fallback (count 0 = ungated terrain).
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BindClipUboBinding2();
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// #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw
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// (0x006b7040) draws each land triangle ONLY when the camera is on the
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// POSITIVE (upper) side of its plane (Plane::which_side2 vs
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// Render::FrameCurrent, zFightTerrainAdjust bias). GL backface culling
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// evaluates the same per-triangle eye-side predicate at rasterization.
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// LandblockMesh emits every triangle CCW in world XY seen from above
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// (LandblockMeshTests winding pin), which the unified camera chain
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// (CreateLookAt up=+Z + Numerics perspective) maps to CCW window
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// winding from above / CW from below (TerrainCullOrientationTests) —
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// so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the
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// underside. WB drew the whole world with culling DISABLED
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// frame-globally (WB GameScene.cs:841 — an editor camera goes
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// underground); inheriting that drew terrain DOUBLE-SIDED, and a
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// below-grade eye (cellar ascent) saw the UNDERSIDE of the grade
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// sheet through the exit-door aperture — the #108 grass window.
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// Self-contained state per feedback_render_self_contained_gl_state;
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// the frame-global CW + cull-off baseline is restored after the draw.
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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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_gl.BindVertexArray(_globalVao);
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_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
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_gl.MultiDrawElementsIndirect(
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@ -292,6 +313,9 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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(uint)sizeof(DrawElementsIndirectCommand));
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_gl.BindVertexArray(0);
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_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
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_gl.FrontFace(FrontFaceDirection.CW);
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_gl.Disable(EnableCap.CullFace);
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}
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public void Dispose()
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@ -0,0 +1,82 @@
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using System;
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using System.Numerics;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #108-residual orientation pin: TerrainModernRenderer culls terrain back
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/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain
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/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the
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/// camera is on the POSITIVE side of its plane via Plane::which_side2).
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///
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/// The FrontFace choice rests on one mapping fact: under the production
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/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics
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/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an
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/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY
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/// rasterizes
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/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and
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/// · CW when the eye is BELOW (culled — retail draws nothing there: from
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/// a below-grade cellar eye the door aperture shows sky, never grass).
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/// This test pins that mapping in pure CPU math so a projection-convention
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/// change (handedness, Y-flip) can't silently invert the cull and either
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/// resurrect the #108 grass window or cull terrain from above.
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/// </summary>
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public class TerrainCullOrientationTests
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{
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// An up-facing triangle, CCW in world XY viewed from above — the exact
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// emission convention pinned by LandblockMeshTests (crossZ > 0).
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private static readonly Vector3[] Triangle =
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{
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new(-1f, 10f, 94f),
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new( 1f, 10f, 94f),
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new( 1f, 12f, 94f),
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};
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private static float NdcSignedArea2(Vector3 eye, Vector3 forward)
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{
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// The production camera shape: look-at with world-Z up
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// (RetailChaseCamera.cs:203), Numerics perspective with the retail
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// znear 0.1 (RetailChaseCamera.cs:52).
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var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
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var viewProj = view * proj;
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Span<Vector2> ndc = stackalloc Vector2[3];
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for (int i = 0; i < 3; i++)
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{
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var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj);
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Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye");
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ndc[i] = new Vector2(c.X / c.W, c.Y / c.W);
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}
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// Twice the signed area: > 0 = CCW in NDC (GL window space keeps the
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// orientation — NDC y up maps to window y up, no flip).
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return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y)
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- (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X);
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}
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[Fact]
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public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept()
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{
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// Eye above grade looking forward-down at the triangle (the normal
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// outdoor view). Retail: which_side2 = POSITIVE → drawn.
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float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f));
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Assert.True(area > 0f,
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$"above-plane eye must see the terrain triangle CCW (area2={area}) — " +
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"FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above");
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}
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[Fact]
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public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled()
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{
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// Eye below grade (the cellar-stairwell window) looking up-forward at
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// the underside. Retail: which_side2 = NEGATIVE → not drawn at all —
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// the #108 grass that covered the exit door was exactly this
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// underside rasterizing when culling was left disabled.
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float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f));
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Assert.True(area < 0f,
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$"below-plane eye must see the terrain triangle CW (area2={area}) — " +
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"it must backface-cull like retail's which_side2 eye-side gate");
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}
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}
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@ -169,6 +169,41 @@ public class LandblockMeshTests
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Assert.True(cache.Count >= 2, $"Expected mix of palette codes, got {cache.Count}");
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}
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[Fact]
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public void Build_AllTriangles_WindCounterClockwiseInWorldXY()
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{
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// #108-residual winding pin: TerrainModernRenderer enables backface
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// culling with FrontFace(Ccw) — the GL port of retail's single-sided
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// terrain (ACRender::landPolysDraw 0x006b7040 draws a land triangle
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// only when the eye is on the POSITIVE side of its plane). That cull
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// is only correct if EVERY emitted triangle winds the same way:
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// counter-clockwise in world XY viewed from above (+Z toward the
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// viewer), i.e. cross2D(v1-v0, v2-v0) > 0. Varied heights + several
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// landblock coords exercise both FSplitNESW split directions across
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// the 64 cells. A future emission-order change that flips any
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// triangle would silently punch terrain holes under culling.
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var block = BuildFlatLandBlock();
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for (int i = 0; i < 81; i++)
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block.Height[i] = (byte)((i * 37) % 64); // varied, deterministic slopes
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foreach (var (lbx, lby) in new[] { (0u, 0u), (0xA9u, 0xB4u), (3u, 7u) })
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{
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, lbx, lby, IdentityHeightTable, MakeContext(), cache);
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for (int t = 0; t < mesh.Indices.Length; t += 3)
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{
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var p0 = mesh.Vertices[mesh.Indices[t + 0]].Position;
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var p1 = mesh.Vertices[mesh.Indices[t + 1]].Position;
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var p2 = mesh.Vertices[mesh.Indices[t + 2]].Position;
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float crossZ = (p1.X - p0.X) * (p2.Y - p0.Y) - (p1.Y - p0.Y) * (p2.X - p0.X);
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Assert.True(crossZ > 0f,
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$"lb=({lbx},{lby}) triangle {t / 3} winds CW in world XY (crossZ={crossZ}) — " +
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"backface culling in TerrainModernRenderer would cull its TOP side");
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}
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}
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}
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[Fact]
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public void Build_HeightmapPackedAsXMajor_NotYMajor()
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{
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