# Issue #100 — Transparent ground around buildings — investigation handoff **Date:** 2026-05-25 PM (end of A6.P8 session) **Status:** Initial research done; **next session is fix-design + implement**. The smoking gun is retail's per-draw `zFightTerrainAdjust = 0.01`. The current acdream code uses a wrong mechanism (cell-level terrain collapse) that creates the transparent rectangles around every Holtburg house. **Predecessor issue entry:** [`docs/ISSUES.md` #100](../ISSUES.md) (filed 2026-05-24). --- ## TL;DR The transparent rectangles around every Holtburg house are caused by acdream's `hiddenTerrainCells` mechanism — a misfire on the Z-fighting problem. The mechanism collapses entire 24m × 24m outdoor terrain cells to a zero-area degenerate when any building's `Frame.Origin` lies in them, but cottages are only ~12m × 12m, so ~75% of each "hidden" cell is bare framebuffer-clear showing through. **Retail's mechanism is different and almost trivially small:** retail **always renders the full terrain mesh, then nudges every terrain vertex Z down by `0.00999999978 m` (= ~0.01 m) at draw time.** That makes terrain always lose the depth test against a coplanar building floor — Z-fight solved, no cells hidden, no cutout polygon needed. Verbatim from the 2013 EoR retail decomp: | Source | What | |---|---| | `docs/research/named-retail/acclient_2013_pseudo_c.txt:1120769` | `float zFightTerrainAdjust = 0.00999999978;` | | `docs/research/named-retail/acclient_2013_pseudo_c.txt:430113` | `DrawLandCell(esi_3)` — per-cell terrain draw | | `docs/research/named-retail/acclient_2013_pseudo_c.txt:430124` | `DrawSortCell(esi_3)` — per-cell building draw, **same iteration** | | `docs/research/named-retail/acclient_2013_pseudo_c.txt:427867` | `ACRender::landPolysDraw(arg2->polygons, 2)` — the `arg2=2` path | | `docs/research/named-retail/acclient_2013_pseudo_c.txt:006b6402` | `edi_4[1] = (float)((long double)esi_1[2] - (long double)zFightTerrainAdjust);` — the terrain-Z nudge | **WorldBuilder also renders full terrain** — it does **not** hide cells. WB has a known Z-fighting issue in the editor view that nobody noticed because it's editor-only. [`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TerrainGeometryGenerator.cs:123-141`](../../references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TerrainGeometryGenerator.cs) iterates all 64 cells unconditionally. **The fix is path 2 from the issue #100 entry**, refined: drop `hiddenTerrainCells` entirely + apply `gl_Position.z -= 0.01` (or equivalent world-Z nudge) in `src/AcDream.App/Rendering/Shaders/terrain_modern.vert` at line 139. Estimated change: ~15 LOC across 1-2 commits, including removal of the dead `BuildingTerrainCells` / `hiddenTerrainCells` plumbing. --- ## Symptom (concrete evidence) User screenshot 2026-05-25: standing next to a Holtburg cottage. The ground in a rectangular footprint around the building appears as a flat dark pink/light patch (the framebuffer clear color) instead of cobblestone / grass terrain. Visible as a sharp-edged rectangle the size of the **outdoor terrain cell** (24 × 24 m), not the size of the **cottage's building footprint** (~12 × 12 m). Same shape on every house observed. User wording from 2026-05-24 report: "around every house now I missing the ground texture, it is transparent. I can see through the ground." --- ## Root cause (now confirmed via decomp cross-reference) ### The acdream code that produces the bug Commit `35b37df` (2026-05-23, A6.P3 #98 triage) kept the `hiddenTerrainCells` mechanism. The path: 1. **`LandblockLoader.BuildBuildingTerrainCells(LandBlockInfo info)`** ([`src/AcDream.Core/World/LandblockLoader.cs:39-50`](../../src/AcDream.Core/World/LandblockLoader.cs:39)) reads `info.Buildings`, computes `int cx = clamp(building.Frame.Origin.X / 24f, 0, 7)`, `int cy = clamp(building.Frame.Origin.Y / 24f, 0, 7)`, and emits `cy * 8 + cx` per building. Granularity: **one 24m cell per building**. 2. **`LandblockMesh.Build`** ([`src/AcDream.Core/Terrain/LandblockMesh.cs:175-185`](../../src/AcDream.Core/Terrain/LandblockMesh.cs:175)) replaces every index in those cells with the cell's first-vertex index, producing degenerate (zero-area) triangles that the GPU rasterizer skips. 3. Result: a **24m × 24m hole** in the terrain mesh per building, regardless of the building's actual size. A cottage at, say, world `(110, 26)` has `Frame.Origin` at landblock-local `(110, 26)` → `cx = 4`, `cy = 1` → outdoor cell index `12`. The hidden area is `(cx*24, cy*24)` to `((cx+1)*24, (cy+1)*24)` = `(96, 24)` to `(120, 48)` — a 24×24m square. The cottage footprint is closer to ~12×12m centred near `(110, 26)`. ~75% of the hidden area has no building geometry to cover it → framebuffer-clear visible. ### What the existing comments said the intent was [`src/AcDream.Core/Terrain/LandblockMesh.cs:171-174`](../../src/AcDream.Core/Terrain/LandblockMesh.cs:171): > Indices are trivial 0..383 since we don't deduplicate verts. When a > building owns an outdoor terrain cell, **keep the fixed 384-index > contract but collapse its two triangles so the building/stair mesh can > visually own the hole.** [`src/AcDream.Core/World/LandblockLoader.cs:33-37`](../../src/AcDream.Core/World/LandblockLoader.cs:33): > Map LandBlockInfo.Buildings to 8x8 terrain mesh cells (cy * 8 + cx). > **Retail attaches each CBuildingObj to its outside landcell during > CLandBlock::init_buildings;** keep this signal separate from stabs so > ordinary static props do not punch holes in terrain. The first comment shows the intent: avoid Z-fighting between the building floor and the terrain below. The second is correct but irrelevant — retail attaches buildings to a cell for render-order (the `DrawSortCell` step), NOT to hide that cell's terrain. Our author misread the retail intent. --- ## Retail mechanism (verbatim) Per the research-agent dispatch this session, the full retail render sequence is at `RenderDeviceD3D::DrawBlock` ([`acclient_2013_pseudo_c.txt:430027`](../research/named-retail/acclient_2013_pseudo_c.txt) onwards): ``` for each CLandCell in draw_array (all 64 cells): // line 430113 DrawLandCell(esi_3) // → ACRender::landPolysDraw(polygons, 2) DrawSortCell(esi_3) // → DrawBuilding(...) for any CBuildingObj attached // to this cell + the cell's object list ``` `landPolysDraw(polygons, 2)` selects the path that subtracts `zFightTerrainAdjust` from every terrain vertex Z at upload time. The constant: ```c float zFightTerrainAdjust = 0.00999999978; // acclient_2013_pseudo_c.txt:1120769 ``` And the application ([`acclient_2013_pseudo_c.txt:006b6402`](../research/named-retail/acclient_2013_pseudo_c.txt)): ```c edi_4[1] = ((float)(((long double)esi_1[2]) - ((long double)zFightTerrainAdjust))); ``` Where `edi_4[1]` is the output vertex Z and `esi_1[2]` is the source vertex Z. So every terrain vertex's `Z` becomes `Z - 0.01` at draw time. **Result:** terrain is uniformly 1 cm lower than its physical height (the physics path uses the un-nudged Z; only the render path nudges). Building floors at the physically-correct height always win the depth test because they're 1 cm higher than the rendered terrain. No cells are hidden. No cutout is computed. The world reads as one continuous surface. ### Retail's `CLandBlock::init_buildings` [`acclient_2013_pseudo_c.txt:313854`](../research/named-retail/acclient_2013_pseudo_c.txt) iterates `lbi->buildings`, calls `CBuildingObj::makeBuilding(building_id, ...)`, then `CBuildingObj::add_to_cell(eax_4, landcell)` — attaches the building to whichever `CLandCell` it physically belongs to. **This is for render ordering (sort) and physics scoping, not for terrain cutout.** No terrain modification happens here. ### `BuildInfo` data fields (acclient.h:32035) ```c struct __cppobj BuildInfo { IDClass<_tagDataID,32,0> building_id; // Setup DID (0x02xxxxxx) Frame building_frame; // position + rotation unsigned int num_leaves; // portal leaf count unsigned int num_portals; CBldPortal **portals; }; ``` **There is no explicit footprint polygon, AABB, or terrain-cell list.** The only geometric anchor is `building_frame.Origin`. Building footprint must be derived from the Setup's `parts[0]` GfxObj geometry if you needed it — retail never does, because the depth-nudge mechanism makes it unnecessary. --- ## Recommended fix shape ### Path 2 (refined) — retail-faithful terrain Z-nudge **Site:** [`src/AcDream.App/Rendering/Shaders/terrain_modern.vert`](../../src/AcDream.App/Rendering/Shaders/terrain_modern.vert) line 139. **Change:** replace ```glsl gl_Position = uProjection * uView * vec4(aPos, 1.0); ``` with ```glsl // Retail zFightTerrainAdjust (acclient_2013_pseudo_c.txt:1120769, value // 0.00999999978). Lower terrain by 1 cm so coplanar building floors // (at the un-nudged physically-correct Z) always win the depth test. // Cross-ref: docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md. vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01); gl_Position = uProjection * uView * vec4(terrainPos, 1.0); ``` **Cleanup (same commit or follow-up):** 1. Delete `hiddenTerrainCells` parameter and the collapse block at `LandblockMesh.cs:175-185`. 2. Delete `LoadedLandblock.BuildingTerrainCells` field at `src/AcDream.Core/World/LoadedLandblock.cs`. 3. Delete `BuildBuildingTerrainCells` at `LandblockLoader.cs:33-50`. 4. Delete the threading through `GameWindow.cs:1808, 5366, 8761` and `src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs`. 5. Delete `tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs`'s hiddenTerrainCells test cases. Delete or rewrite `tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs`'s `BuildBuildingTerrainCells_*` cases. **Test plan:** - Add a tiny shader-vertex unit test if there's a precedent (look in `tests/AcDream.App.Tests/Rendering/` for any shader-correctness tests). - Visual verification at Holtburg: terrain renders continuously under cottages, no transparent rectangles. Z-fighting between building floor and terrain not visible. - Run the full focused test suite (now 23 tests, will likely shrink by 2-4 when the dead `BuildBuildingTerrainCells` / `LandblockMesh.hiddenTerrainCells` tests are removed) and confirm green. **Why this is right:** - Matches retail mechanism verbatim (1 cm Z nudge on terrain at draw time). - Removes ~50 LOC of dead plumbing (`BuildingTerrainCells` threading through 5 files). - Avoids the per-building-footprint computation that the current code cannot do correctly without loading the Setup mesh. ### Why NOT path 1 (polygon-level cutout) - Retail doesn't do this — there is no precedent in the named decomp. - Building footprint isn't in `BuildInfo` — would require loading the Setup AND computing a 2D XY footprint polygon from `parts[0]`'s geometry. Engineering-heavy. - Even if computed, mesh modifications break the fixed 384-index contract in `LandblockMesh.Build`. ### Why NOT path 3 (building yard mesh) - Retail doesn't have this. `BuildInfo` carries no yard polygon. - Cottage Setups don't appear to include a yard mesh in their geometry (would need confirmation by dumping a cottage Setup, but the retail mechanism makes this question moot). --- ## Do-not-retry list 1. **Don't try to compute the building's tight footprint** from `LandBlockInfo.Buildings`. The struct doesn't carry one. Retail doesn't either. Any computation would require loading the Setup mesh and building an XY hull from `parts[0]` — pure engineering with no retail anchor. 2. **Don't shift the 0.02 m EnvCell render lift** at `GameWindow.cs:5400` (or equivalent). That lift is for indoor-cell floor rendering and is correct as-is. The terrain Z nudge is the reverse direction (lower terrain) and is independent. 3. **Don't disable depth testing** on terrain or building draws. Retail uses standard depth test (`GL_LESS` equivalent); the Z nudge alone is the disambiguator. 4. **Don't apply `glPolygonOffset`** to terrain. Retail uses a vertex Z nudge, not GPU-side polygon offset. Polygon offset has hardware-specific slope-dependent behavior; the constant 1 cm world-Z is uniform and well-defined. 5. **Don't keep `hiddenTerrainCells` and add the Z nudge as a "belt and suspenders"** safety. The hidden-cells path is wrong and should be deleted in the same commit. Two mechanisms for the same problem is future technical debt. 6. **Don't touch the physics path.** The Z nudge is render-only. Physics already uses the un-nudged terrain Z. This is the same render-vs-physics split that `35b37df` correctly introduced for the `0.02m` EnvCell render lift (kept item in that commit's "Kept" list). --- ## Files involved (for the next session) | File | What's there | Action | |---|---|---| | `src/AcDream.Core/Terrain/LandblockMesh.cs:175-185` | `hiddenTerrainCells` collapse block | Delete | | `src/AcDream.Core/Terrain/LandblockMesh.cs:Build` signature | `IReadOnlySet? hiddenTerrainCells` param | Delete param | | `src/AcDream.Core/World/LoadedLandblock.cs` | `BuildingTerrainCells` field | Delete | | `src/AcDream.Core/World/LandblockLoader.cs:33-50` | `BuildBuildingTerrainCells` method | Delete | | `src/AcDream.Core/World/LandblockLoader.cs:Load` | `buildingTerrainCells` local + threading into `LoadedLandblock` ctor | Delete locals + simplify ctor call | | `src/AcDream.App/Rendering/GameWindow.cs` ~lines 1808, 5366, 8761 | `LandblockMesh.Build(..., lb.BuildingTerrainCells)` call sites | Drop the `hiddenTerrainCells` argument | | `src/AcDream.App/Streaming/GpuWorldState.cs` | `BuildingTerrainCells` threading | Drop | | `src/AcDream.App/Streaming/LandblockStreamer.cs` | `BuildingTerrainCells` threading | Drop | | `src/AcDream.App/Rendering/Shaders/terrain_modern.vert:139` | `gl_Position = ...` | Insert `aPos.z - 0.01` nudge above | | `tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs` | `hiddenTerrainCells` test cases | Delete | | `tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs` | `BuildBuildingTerrainCells_*` cases | Delete | --- ## Open questions 1. **Old terrain shader removed?** There's a `terrain_modern.vert` and the build-output mirrors. Confirm there's no older `terrain.vert` that also needs the nudge applied (the comment at line 4-5 says "Math identical to terrain.vert"; check whether the legacy shader is still compiled into the binary or has been fully retired post-N.5b). 2. **Sky / water shaders** — confirm the Z-nudge doesn't accidentally affect anything else. Should be limited to the terrain shader only. 3. **Building floor render order** — retail also relies on the `DrawSortCell` per-cell building draw happening after `DrawLandCell`. Does acdream's current draw order put buildings after terrain? If yes, nothing else needed. If the order is reversed, the depth-nudge still works because depth-test is positional, not order-dependent. Just verify for completeness. 4. **Does WB have a different shader Z nudge we should crib?** The research agent says no — WB renders full terrain without nudge and has Z-fighting in the editor view. So we should NOT crib from WB here; this is one of the cases where WB and retail diverge and retail wins. --- ## Pickup prompt for next session ``` Issue #100 — Transparent ground around buildings. Initial research is done by the prior session (the smoking gun is retail's zFightTerrainAdjust = 0.01). This session: VALIDATE the research first, then plan, then implement. Read first (in this order): 1. docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md (the handoff doc — symptom, retail mechanism, proposed fix shape, do-not-retry list, files involved) 2. docs/ISSUES.md #100 3. CLAUDE.md — search "currently working toward" to refresh state State both altitudes: Currently working toward: M1.5 — Indoor world feels right Current phase: A6 follow-up — fix issue #100 visual regression ## Session flow (three phases, in order) ### Phase 1 — Investigate (use the /investigate skill) Independently verify the handoff's claims before committing to the fix shape. Specifically: a. Confirm zFightTerrainAdjust = 0.00999999978 at docs/research/named-retail/acclient_2013_pseudo_c.txt:1120769 and the nudge-application at line 006b6402. The handoff cites these — read them yourself and cross-check the surrounding context. b. Confirm WorldBuilder renders all 64 cells unconditionally at references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ TerrainGeometryGenerator.cs (handoff says lines 123-141). c. Read src/AcDream.App/Rendering/Shaders/terrain_modern.vert in full and confirm line 139 is the right injection point. Check for any older terrain shader still compiled into the binary (the handoff flags this as an open question). d. Check that physics uses the un-nudged Z. Render-vs-physics split must hold; we cannot let the Z nudge leak into collision. e. Confirm there's no precedent for glPolygonOffset on terrain in our codebase (handoff says no, but verify). Output of this phase: a short report in chat — either "research confirmed, fix shape stands" or "found X divergence, here's the revised fix shape." If the research holds, proceed to Phase 2. ### Phase 2 — Plan (use the superpowers:writing-plans skill) Draft the implementation plan. Expect 3-4 tasks: Task 1: terrain_modern.vert Z nudge (the one substantive change). Task 2: delete hiddenTerrainCells / BuildingTerrainCells plumbing (LandblockMesh.cs, LoadedLandblock.cs, LandblockLoader.cs, GameWindow.cs call sites, GpuWorldState.cs, LandblockStreamer.cs). Pure removal — no behavioral change beyond what Task 1 introduces. Task 3: delete corresponding tests in LandblockMeshTests + LandblockLoaderTests that exercise the dead plumbing. Task 4: visual verification — terrain renders continuously at Holtburg cottages, no transparent rectangles, no obvious Z-fighting at building floors. The handoff doc has a file-by-file action table to seed the plan. ### Phase 3 — Implement (use superpowers:subagent-driven-development) Execute the plan with fresh subagents per task, two-stage review between (spec + code quality), final review across all commits. Pre-flight verification: full focused test suite green. Build clean. ## Constraints Do-not-retry list in the handoff doc (6 items). Read it before starting Phase 2. Visual verification is the acceptance test — the M1.5 milestone is at stake and any new visual regression in this area would be obvious. Be honest about what visual verification shows; don't declare success on partial regressions. ```