fix: heightmap transpose + solid-color + translucency + clipmap textures
Three root causes found via systematic debugging after the user reported that thedc60405texture fix and4763b97height table fix had no visible effect on Holtburg. ## Heightmap transpose (LandblockMesh.Build) Phase 1's LandblockMesh.Build indexed block.Height as y*9+x but AC packs per-vertex heights in x-major order (x*9+y, matching ACViewer's LandblockStruct: Height[x * VertexDim + y]). The bug was invisible on flat landblocks (Phase 1 smoke test) but left buildings buried by 10-13 world-Z units on Holtburg, because building Frame.Origin positions reference the un-transposed ground truth. Diagnostic evidence (before fix, Holtburg 0xA9B4FFFF): entity 0x020000A5 at ( 84.6,126.0) entityZ= 66.03 terrainZ= 78.15 delta=-12.13 entity 0x02000118 at ( 74.2,139.9) entityZ= 66.03 terrainZ= 78.92 delta=-12.89 After fix: deltas are 0.03 to 2.18 — buildings now sit on the ground with small positive offsets for foundations. Regression test added: Build_HeightmapPackedAsXMajor_NotYMajor asserts asymmetric heights land at the correct world positions. ## Solid-color surfaces with Translucency=1.0 (SurfaceDecoder.DecodeSolidColor) The "bright pink doors and windows" the user saw were 11 Holtburg surfaces with OrigTextureId==0 — these carry a ColorValue instead of a texture chain. Phase 2a's TextureCache dropped them into the magenta fallback. All 11 turned out to be Base1Solid|Translucent with Translucency=1.00, meaning "fully transparent placeholder surface" (debug ColorValue is gray/green/red/blue/black, never displayed). DecodeSolidColor now takes a translucency parameter and multiplies alpha by (1 - translucency), so Translucency=1.0 → alpha=0, and the mesh shader's existing alpha discard (< 0.5) makes the pixel invisible. TextureCache honors Surface.Type.HasFlag(Base1Solid) and passes surface.Translucency through. Regression tests added: DecodeSolidColor_Opaque_PreservesAlpha and DecodeSolidColor_FullyTranslucent_AlphaGoesToZero. ## Clipmap alpha-key (DecodeIndex16) AC convention (per ACViewer TextureCache.IndexToColor): on surfaces marked Base1ClipMap, palette indices 0..7 are treated as fully transparent regardless of their actual palette color. Without this, low-index pixels on clipmap surfaces (typically doorway cutouts and foliage) render as opaque using whatever sentinel color is at those palette slots. DecodeRenderSurface now takes an isClipMap parameter. TextureCache passes Surface.Type.HasFlag(Base1ClipMap). DecodeIndex16 forces rgba=(0,0,0,0) when isClipMap && idx < 8. Regression test added: DecodeIndex16_ClipMap_ZerosAlphaForLowIndices. ## Notes - dc60405's PFID_INDEX16 palette decoder remains correct — no change. - 4763b97's LandHeightTable wiring remains correct — real-table lookup still runs, it just happens to be linear at Holtburg's height range. The fix is forward-compatible with mountains elsewhere. - All three bugs were invisible to the original unit tests. The new regression tests pin them down. ## State - dotnet build: 0 warnings, 0 errors - dotnet test: 42 passing (was 38 + 4 new) - Runtime: 126 entities hydrated on Holtburg, no exceptions, no magenta fallback (counter was 11, now 0 via diagnostic confirmation) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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5 changed files with 154 additions and 14 deletions
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@ -28,9 +28,20 @@ public static class LandblockMesh
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{
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for (int x = 0; x < VerticesPerSide; x++)
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{
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int i = y * VerticesPerSide + x;
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float height = heightTable[block.Height[i]];
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vertices[i] = new Vertex(
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// Vertex buffer index (row-major, y*9+x) is internal to this mesh
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// and what the index buffer below references.
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int vi = y * VerticesPerSide + x;
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// Height dat index is PACKED AS x*9+y — AC stores per-vertex
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// heights in x-major order (see ACViewer's
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// LandblockStruct: Height[x * VertexDim + y]). Using y*9+x here
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// (as Phase 1 did) transposes the terrain along its diagonal,
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// which is invisible for flat landblocks but leaves buildings
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// buried by ~10+ units on real terrain like Holtburg.
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int hi = x * VerticesPerSide + y;
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float height = heightTable[block.Height[hi]];
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vertices[vi] = new Vertex(
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Position: new Vector3(x * CellSize, y * CellSize, height),
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Normal: Vector3.UnitZ,
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TexCoord: new Vector2(x / (float)CellsPerSide, y / (float)CellsPerSide));
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