# A7 Fix D round 2 — REAL cause found (object sun+ambient + torch REACH), CHECKPOINT **Date:** 2026-06-19 **Branch:** `claude/thirsty-goldberg-51bb9b` (NOT merged — held at the visual gate) **Predecessor:** `docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md` **Status:** checkpointed at user request after pinning the root cause. D-1..D-4 are committed + correct but **did NOT fix the visible symptom** — they were the wrong subsystem. --- ## ✅ RESOLVED 2026-06-19 (second session) — the "torch REACH" theory was WRONG; real cause = retail does NOT torch-light OUTDOOR objects at all **The open question is settled, and it overturns this checkpoint's own hypothesis. The fix is NOT "shorten torch reach" — it is "outdoor objects receive NO torches."** **Empirical (acdream side, headless dat dump `HoltburgTorchFalloffProbeTests`):** the Holtburg neighbourhood has **27 static lights, raw dat Falloff ∈ {3,5,6}** — the dominant orange entrance torch (setup `0x020005D8`, colour `(1,0.588,0.314)`) is **Falloff 6** (17 of 27). acdream reads this **faithfully** — `LightInfoLoader` just copies `info.Falloff`, no stray ×1.5. There is **NO Falloff-4 torch anywhere in Holtburg**, so the predecessor's "retail orange = falloff 4" could not be a *different* falloff-4 torch. Both clients read the same dat float → acdream's reach is NOT inflated. So "acdream 6 vs retail 4" was a red herring. **Decomp (retail side, read verbatim + corroborated by an independent adversarial workflow `wf_07289ba4`):** retail's per-object torch binder `minimize_object_lighting` (0x0054d480) is **gated** in `RenderDeviceD3D::DrawMeshInternal` (0x0059f398) by `if (Render::useSunlight == 0)`. The OUTDOOR landscape stage runs `Render::useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, right before `LScape::draw`), so when the building EXTERIOR shell is drawn (`LScape::draw → DrawBlock 0x005a17c0 → DrawSortCell 0x0059f140 → DrawBuilding 0x0059f2a0 → CPhysicsPart::Draw → DrawMeshInternal`), torches are **SKIPPED** — the only active light is the **sun** (`useSunlightSet(1)` enables `add_active_light(0xffffffff, 0)` = sun + ambient only). The static vertex bake (`SetStaticLightingVertexColors` 0x0059cfe0) is **EnvCell-only** (sole caller `DrawEnvCell` 0x0059f1f6). **So retail lights outdoor objects with SUN + ambient ONLY — never the wall torches.** This exactly explains the checkpoint's own isolation result ("object point lights OFF → building matches retail"): retail's outdoor facade gets ZERO torch energy. (Confirming the non-bug nature of reach: retail's free-object *hardware* path `config_hardware_light` 0x0059ad30 uses `Range = falloff × rangeAdjust(1.5)` = LONGER than acdream's ×1.3, with `Diffuse = color×100` and att `1/d` — that would blow the facade WHITE if enabled, which is further proof retail never enables it outdoors.) **The three retail lighting regimes (now all mapped):** 1. **EnvCell walls** → static bake (`calc_point_light`, range `falloff×1.3`, wrap, capped), no sun. → acdream mode 1 (EnvCell). ✓ already correct. 2. **Indoor objects** (`useSunlight==0`) → torches (hardware, no sun). → acdream mode 0 **indoor**. 3. **Outdoor objects** (`useSunlight==1`) → sun + ambient, **NO torches**. → acdream mode 0 **outdoor**. acdream's mode-0 path applied sun **AND** torches to ALL objects — wrong for both 2 and 3. **THE FIX (shipped this session):** in `WbDrawDispatcher.ComputeEntityLightSet`, gate per-object torch selection on the object being INDOOR (`ParentCellId` is an EnvCell, `(id&0xFFFF)>=0x0100`) via the pure predicate `IndoorObjectReceivesTorches`. Outdoor objects (building shells — ParentCellId null; outdoor scenery; outdoor creatures) keep the all-(-1) light set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by the global sun-kill when the player is inside a cell (`UpdateSunFromSky`, intensity 0). Divergence-register row **AP-43** added (documents the residual: acdream keys sun/torch on the object's own cell + a per-frame player-inside sun-kill, vs retail's per-draw-STAGE `useSunlight` — only matters for through-doorway look-ins). Tests: `WbDrawDispatcherTorchGateTests` (7✓), `HoltburgTorchFalloffProbeTests` (dat dump). Build green; App 280✓/1skip, Core 1486✓/2skip. **Awaiting the user visual side-by-side at Holtburg before merge.** **DO-NOT-RETRY (this session's corrections to the checkpoint below):** do NOT shorten torch reach / change `Falloff×1.3` — acdream reads the dat faithfully and the bake reach is correct for EnvCells. The building is an OUTDOOR object; retail gives it no torches. The original checkpoint's "tighten reach to ~5m, keep torches ON" plan (below) is SUPERSEDED — keeping torches ON for the outdoor shell at any reach is the bug. --- ## TL;DR — what the visible bug actually is (and is NOT) The user's symptom (Holtburg meeting-hall facade too bright/warm/washed-out + character backs lit) is **NOT** the EnvCell bake, the per-channel clamp, the half-Lambert wrap, or the SSBO leak. Those are the D-1..D-4 path. **The visible surfaces are mode-0 OBJECTS**, and the cause is: 1. **Building facade over-bright** = the **torch REACH is too long** (acdream ~7.8 m vs retail ~5.2 m), so each entrance torch floods the whole small facade instead of a tight pool. **CONFIRMED by isolation**: gating object (mode-0) point lights OFF made the building match retail ("looks much better", user 2026-06-19). 2. **Character backs / slight object over-bright** = the **sun + ambient on objects** (mode 0 runs both). Ambient is NOT the culprit (it MATCHES retail exactly — see values). The residual is small for the character (it ~matches retail), so the dominant visible bug is #1 (torches). ## Render-path facts (source-verified, workflow `wf_c4ad8cf8`) - **Building EXTERIOR** = a flat-mesh `WorldEntity` with `IsBuildingShell=true`, `ParentCellId=null`, built from `BuildingInfo.ModelId` (`LandblockLoader.cs:79-90`), drawn by **WbDrawDispatcher** which hard-sets `uLightingMode=0` (`WbDrawDispatcher.cs:898`). It is **NOT an EnvCell** — so **D-4 (EnvCell walls get no sun) never touched it**. - **Characters/creatures/players** = ordinary `WorldEntity` dynamics, also drawn by WbDrawDispatcher at `uLightingMode=0` (plain Lambert + sun). The mode plumbing is CORRECT (mode-0 plain Lambert already zeroes a torch behind a back-face — that part of D-3 works). - **EnvCellRenderer** (`uLightingMode=1`, no-sun, wrap) only ever draws **interior** cell shells from the dat EnvCell list — never `info.Buildings`, never characters. - Render loop: in-world frames go through `RetailPViewRenderer.DrawInside`; the bare `WbDrawDispatcher.Draw` (GameWindow.cs:8230) is the no-viewer-cell fallback. Both share the ONE `_meshShader` (mesh_modern) program (GameWindow.cs:1845-1857), so `uLightingMode` is one shared uniform; each renderer re-sets it before its draws. ## Ground truth (live cdb retail + acdream probe, SAME-INSTANT) - **Ambient MATCHES exactly**: acdream `(0.447,0.447,0.495)` == retail `(0.4465,0.4465,0.4951)`. → same sky keyframe → **same time of day; NO time desync** (the earlier "retail 0.3 / acdream purple" was sequential-capture drift + acdream's un-synced spawn frame; ignore it). - **retail sun** (`world_lights.sunlight` @ 0x008672a0+0x18) = `(0.573, ~0, 0.445)`, magnitude **0.725**, colour `(0.98,0.84,0.59)` warm. acdream `sun=1` (active, derived from the same sky state via Fix C `|sunVec|=DirBright`). Sun is NOT zero — retail DOES sun-light objects. - **retail torches** (golden, a7-fixd-golden2): static, `intensity=100`, `falloff 3/4/5`, warm `(1,0.588,0.314)` orange + `(0.98,0.843,0.612)` cream. `calc_point_light` makes a BRIGHT TIGHT pool (saturates to full warm to ~4 m, gone by ~5.2 m). Faithful in acdream (LightBake.cs). - **acdream torches** ([light-detail]): `range=7.8` (Falloff 6×1.3) and `range=6.5` (Falloff 5). acdream `Range = info.Falloff * 1.3f` (`LightInfoLoader.cs:90`) — the 1.3 is correct, NO stray 1.5. ## The OPEN question to resolve FIRST on resume (don't guess) acdream's orange torch reads **Falloff 6** (range 7.8); retail's orange torch was captured at **Falloff 4** (range 5.2). `6 = 4 × 1.5` (smells like rangeAdjust) BUT they **might be different torches** (38 static torches, several orange). **Resolve by comparing the SAME torch's Falloff in acdream vs retail, matched by world position** (one focused capture): break/dump acdream's torch Falloff for a specific Holtburg torch and the retail `world_lights.static_lights[i].info.falloff` for the same one. Then: - If acdream reads a **too-large Falloff** for the same torch → fix the dat read / conversion (the DatReaderWriter `LightInfo.Falloff` path) so acdream's reach == retail's. - If the Falloff matches and reach is genuinely ~7.8 → the building-shell-as-one-object spill is the issue; tighten how building shells receive torches (the per-vertex range gate already localises, so this is unlikely — favour the Falloff hypothesis). ## Proposed fix (after the falloff is confirmed) Tighten acdream's torch reach to match retail (≈5 m), keep torches ON. Building facade then shows a tight warm pool by each flame + dark stone elsewhere (retail-faithful). Files: `LightInfoLoader.cs` (the Falloff→Range conversion), possibly the DatReaderWriter light read. Add a divergence-register row if any conversion deviates. Re-verify visually (the diagnostic that confirmed the cause: object point lights OFF == retail-match). ## State of the committed work (KEEP — all correct, just off-target for the visible bug) | Commit | What | Verdict | |---|---|---| | `180b4af` | D-1 clamp point sum on its own | faithful; keep | | `39c70f0` | D-2 prep — LightBake conformance test | keep | | `cf62793` | D-1 shader clamp | keep | | `c62da82` | D-2 EnvCell shell binds own light set (real leak fix) | keep | | `b57a53e`/`156dc45` | register AP-35/AP-16 corrections | keep | | `0980bea` | D-3 objects plain-Lambert / D-4 EnvCell no-sun | keep; correct but doesn't touch the building (it's an object) | `tools/cdb/a7-fixd-*.cdb` capture scripts are committed. **Diagnostic shader hack reverted** (working tree clean). Branch NOT merged — finish the torch-reach fix, visual-verify, then merge. ## DO-NOT-RETRY (cost a lot this session) - Don't re-tune the EnvCell bake / per-channel clamp / wrap / SSBO binding for the building — the building is a mode-0 OBJECT, none of that path lights it. - Don't chase a time-of-day / ambient desync — ambient + time MATCH retail exactly (0.446). - Don't "remove the sun" globally — retail DOES sun-light objects (sun 0.725). - The visible building bug is the **torch REACH** (confirmed by isolation); start there.