Phase 1 simplified per-vertex height as byte * 2.0f, but AC stores
heights as byte indices into a 256-entry non-linear float lookup
(Region.LandDefs.LandHeightTable). Static object placements in
LandBlockInfo use the real table, so terrain rendered with the
simplified scale left buildings floating or buried.
LandblockMesh.Build now takes an explicit float[] heightTable so
the core code stays testable without a DatCollection. GameWindow
loads Region id 0x13000000 once at startup and passes its
LandDefs.LandHeightTable into every landblock mesh build. The
Phase 1 tests use an identity table (i * 2f for i in 0..255) so
their expectations remain unchanged.
Addresses the 'buildings buried and floating' issue the user
observed after the Phase 2a visual checkpoint.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Pure CPU mesh generator: takes a DatReaderWriter LandBlock DBObj and
produces 81 vertices + 128 triangles covering 192x192 world units.
Vertices are a readonly record struct (position, normal, texcoord)
so the upcoming GPU upload in Task 8 can sizeof() them directly.
Height byte -> world z uses a simple 2x scale; the real AC height
lookup table is a Phase 2+ concern.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>