diff --git a/docs/ISSUES.md b/docs/ISSUES.md
index 13e7dab6..50ff2c3a 100644
--- a/docs/ISSUES.md
+++ b/docs/ISSUES.md
@@ -3701,27 +3701,47 @@ Unverified. The likely culprits, ranked by suspected probability:
---
-## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [REOPENED 2026-06-11 · narrowed residual]
+## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [FIX SHIPPED 2026-06-12 · awaiting cellar visual gate]
-**Status:** REOPENED (narrowed) — the broad symptom is GONE (T5 +
-re-gate #2: "Yes, but…"), but a residual remains in ONE window: during
-the cellar ASCENT, while the eye is still below ground level, the
-upstairs exit-door opening is covered with grass — "like the ground
-level rose to the top of the door … as soon as my head pops up it falls
-back to ground level" (user, re-gate 2026-06-11). The original
-BR-2-era diagnosis stands: grass-sweep frames render through the
-OUTDOOR root (membership/viewer-cell flips outdoor mid-cellar), and the
-#117 depth-gated punch then correctly refuses to punch the aperture
-where terrain depth is NEARER than the door fan (eye below grade ⇒ the
-visible front-facing terrain can sit between the eye and the door in
-depth). The punch must STAY depth-gated (DO-NOT-RETRY) — the fix is on
-the membership/viewer side (why is the root outdoor while the eye is in
-the cellar stairwell below grade?). Apparatus shape: a vertical
-cellar-ascent variant of the #118 exit-walk harness (drive the eye up
-the stair path; log root resolution + the punch's mark-pass outcome per
-step). Prior history below.
+**Status:** FIX SHIPPED (desk-pinned) — root cause found 2026-06-12; the
+cellar-ascent visual gate is pending.
+
+**ROOT CAUSE (2026-06-12): terrain was drawn DOUBLE-SIDED — the grass was
+the UNDERSIDE of the grade sheet.** Two steps:
+1. The membership/viewer re-diagnosis below is **REFUTED** by the vertical
+ cellar-ascent harness (`Issue108CellarAscentViewerReplayTests`, dat-backed
+ A9B4 corner-building cellar 0x0174→0x0175→0x0171, production
+ FindCellList pick + the camera probe chain mirrored verbatim): 0
+ outdoor/null viewer resolutions while the eye is below grade, 0 sweep
+ failures, 0 fallback branches across boom distance {2.61, 5} × damping
+ lag {0, 0.3}. The viewer enters 0x0171 at eye z 94.01 — exactly as the
+ head pops above grade (the stairwell portal sits at grade), matching the
+ user's wording. The root is INTERIOR the whole window.
+2. 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`). A
+ below-grade eye gets NO terrain — through the door retail shows sky.
+ WB renders the world with face culling DISABLED frame-globally (WB
+ `GameScene.cs:841` — editor heritage), and `TerrainModernRenderer.Draw`
+ set no cull state of its own → terrain drew double-sided. From a
+ below-grade eye every aperture sight-ray RISES, so the only "terrain" it
+ can see is the underside of the z≈94 grade sheet — which painted the
+ whole exit-door aperture (the landscape slice's 2D NDC clip planes
+ `(nx,ny,0,dw)` have no depth axis and cannot exclude it) and slid down
+ off the door exactly as the eye crossed grade.
+ **Fix: port the landPolysDraw eye-side gate as terrain backface culling**
+ — `TerrainModernRenderer.Draw` now owns Enable(CullFace) + Cull(Back) +
+ FrontFace(Ccw) (set→draw→restore; 7th instance of the self-contained-GL-
+ state rule). Pins: `LandblockMeshTests.Build_AllTriangles_WindCounter-
+ ClockwiseInWorldXY` (every emitted triangle CCW in world XY — cull-safe
+ winding) + `TerrainCullOrientationTests` (above-eye ⇒ CCW window winding
+ kept / below-eye ⇒ CW culled under the production camera convention).
+**Gate:** climb out of the corner-building cellar — the grass window over
+the exit door must be gone (sky/world through the door instead); plus a
+general outdoor sanity glance (terrain intact from above — a wrong
+FrontFace would blank it).
**Severity:** MEDIUM
-**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip)
+**Component:** render / terrain (single-sidedness) — membership/viewer EXONERATED
During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor
shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the
diff --git a/src/AcDream.App/Rendering/TerrainModernRenderer.cs b/src/AcDream.App/Rendering/TerrainModernRenderer.cs
index d077a3e8..f14c98b1 100644
--- a/src/AcDream.App/Rendering/TerrainModernRenderer.cs
+++ b/src/AcDream.App/Rendering/TerrainModernRenderer.cs
@@ -283,6 +283,27 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
// when wired, else the no-clip fallback (count 0 = ungated terrain).
BindClipUboBinding2();
+ // #108-residual: 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). GL backface culling
+ // evaluates the same per-triangle eye-side predicate at rasterization.
+ // LandblockMesh emits every triangle CCW in world XY seen from above
+ // (LandblockMeshTests winding pin), which the unified camera chain
+ // (CreateLookAt up=+Z + Numerics perspective) maps to CCW window
+ // winding from above / CW from below (TerrainCullOrientationTests) —
+ // so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the
+ // underside. WB drew the whole world with culling DISABLED
+ // frame-globally (WB GameScene.cs:841 — an editor camera goes
+ // underground); inheriting that drew terrain DOUBLE-SIDED, and a
+ // below-grade eye (cellar ascent) saw the UNDERSIDE of the grade
+ // sheet through the exit-door aperture — the #108 grass window.
+ // Self-contained state per feedback_render_self_contained_gl_state;
+ // the frame-global CW + cull-off baseline is restored after the draw.
+ _gl.Enable(EnableCap.CullFace);
+ _gl.CullFace(TriangleFace.Back);
+ _gl.FrontFace(FrontFaceDirection.Ccw);
+
_gl.BindVertexArray(_globalVao);
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
_gl.MultiDrawElementsIndirect(
@@ -292,6 +313,9 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
(uint)sizeof(DrawElementsIndirectCommand));
_gl.BindVertexArray(0);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
+
+ _gl.FrontFace(FrontFaceDirection.CW);
+ _gl.Disable(EnableCap.CullFace);
}
public void Dispose()
diff --git a/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs b/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs
new file mode 100644
index 00000000..3d0d3cd0
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs
@@ -0,0 +1,82 @@
+using System;
+using System.Numerics;
+using Xunit;
+
+namespace AcDream.App.Tests.Rendering;
+
+///
+/// #108-residual orientation pin: TerrainModernRenderer culls terrain back
+/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain
+/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the
+/// camera is on the POSITIVE side of its plane via Plane::which_side2).
+///
+/// The FrontFace choice rests on one mapping fact: under the production
+/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics
+/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an
+/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY
+/// rasterizes
+/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and
+/// · CW when the eye is BELOW (culled — retail draws nothing there: from
+/// a below-grade cellar eye the door aperture shows sky, never grass).
+/// This test pins that mapping in pure CPU math so a projection-convention
+/// change (handedness, Y-flip) can't silently invert the cull and either
+/// resurrect the #108 grass window or cull terrain from above.
+///
+public class TerrainCullOrientationTests
+{
+ // An up-facing triangle, CCW in world XY viewed from above — the exact
+ // emission convention pinned by LandblockMeshTests (crossZ > 0).
+ private static readonly Vector3[] Triangle =
+ {
+ new(-1f, 10f, 94f),
+ new( 1f, 10f, 94f),
+ new( 1f, 12f, 94f),
+ };
+
+ private static float NdcSignedArea2(Vector3 eye, Vector3 forward)
+ {
+ // The production camera shape: look-at with world-Z up
+ // (RetailChaseCamera.cs:203), Numerics perspective with the retail
+ // znear 0.1 (RetailChaseCamera.cs:52).
+ var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ);
+ var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
+ var viewProj = view * proj;
+
+ Span ndc = stackalloc Vector2[3];
+ for (int i = 0; i < 3; i++)
+ {
+ var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj);
+ Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye");
+ ndc[i] = new Vector2(c.X / c.W, c.Y / c.W);
+ }
+
+ // Twice the signed area: > 0 = CCW in NDC (GL window space keeps the
+ // orientation — NDC y up maps to window y up, no flip).
+ return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y)
+ - (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X);
+ }
+
+ [Fact]
+ public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept()
+ {
+ // Eye above grade looking forward-down at the triangle (the normal
+ // outdoor view). Retail: which_side2 = POSITIVE → drawn.
+ float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f));
+ Assert.True(area > 0f,
+ $"above-plane eye must see the terrain triangle CCW (area2={area}) — " +
+ "FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above");
+ }
+
+ [Fact]
+ public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled()
+ {
+ // Eye below grade (the cellar-stairwell window) looking up-forward at
+ // the underside. Retail: which_side2 = NEGATIVE → not drawn at all —
+ // the #108 grass that covered the exit door was exactly this
+ // underside rasterizing when culling was left disabled.
+ float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f));
+ Assert.True(area < 0f,
+ $"below-plane eye must see the terrain triangle CW (area2={area}) — " +
+ "it must backface-cull like retail's which_side2 eye-side gate");
+ }
+}
diff --git a/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs b/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs
index ee123aee..efdce837 100644
--- a/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs
+++ b/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs
@@ -169,6 +169,41 @@ public class LandblockMeshTests
Assert.True(cache.Count >= 2, $"Expected mix of palette codes, got {cache.Count}");
}
+ [Fact]
+ public void Build_AllTriangles_WindCounterClockwiseInWorldXY()
+ {
+ // #108-residual winding pin: TerrainModernRenderer enables backface
+ // culling with FrontFace(Ccw) — the GL port of retail's single-sided
+ // terrain (ACRender::landPolysDraw 0x006b7040 draws a land triangle
+ // only when the eye is on the POSITIVE side of its plane). That cull
+ // is only correct if EVERY emitted triangle winds the same way:
+ // counter-clockwise in world XY viewed from above (+Z toward the
+ // viewer), i.e. cross2D(v1-v0, v2-v0) > 0. Varied heights + several
+ // landblock coords exercise both FSplitNESW split directions across
+ // the 64 cells. A future emission-order change that flips any
+ // triangle would silently punch terrain holes under culling.
+ var block = BuildFlatLandBlock();
+ for (int i = 0; i < 81; i++)
+ block.Height[i] = (byte)((i * 37) % 64); // varied, deterministic slopes
+
+ foreach (var (lbx, lby) in new[] { (0u, 0u), (0xA9u, 0xB4u), (3u, 7u) })
+ {
+ var cache = new Dictionary();
+ var mesh = LandblockMesh.Build(block, lbx, lby, IdentityHeightTable, MakeContext(), cache);
+
+ for (int t = 0; t < mesh.Indices.Length; t += 3)
+ {
+ var p0 = mesh.Vertices[mesh.Indices[t + 0]].Position;
+ var p1 = mesh.Vertices[mesh.Indices[t + 1]].Position;
+ var p2 = mesh.Vertices[mesh.Indices[t + 2]].Position;
+ float crossZ = (p1.X - p0.X) * (p2.Y - p0.Y) - (p1.Y - p0.Y) * (p2.X - p0.X);
+ Assert.True(crossZ > 0f,
+ $"lb=({lbx},{lby}) triangle {t / 3} winds CW in world XY (crossZ={crossZ}) — " +
+ "backface culling in TerrainModernRenderer would cull its TOP side");
+ }
+ }
+ }
+
[Fact]
public void Build_HeightmapPackedAsXMajor_NotYMajor()
{