The uncommitted uTint=AmbientColor-for-alpha-submeshes experiment (from
the 2026-04-22 inference) dimmed the sky dome's baked gradient — a
user-verified visual regression. Reverting to the eeae83a baseline
(uTint=Vector4.One for every submesh) while we execute the proper
retail-verbatim port.
Research: three parallel decompile-hunt agents landed verifying
retail's ground-truth sky pipeline for the first time (prior audits
searched for stripped symbol names; the trail opened via the Region
dat-type-index 0x1c registration at chunk_00410000.c:12952). Key
retail functions now mapped in chunk_00500000.c:1097-7535:
- FUN_00501530: keyframe bracket-picker (with 1.0f wrap denominator)
- FUN_00501600: sun+ambient interpolator (sunVec = DirBright ×
(sin yaw·cos pit, cos yaw·cos pit, sin pit))
- FUN_00501860: fog interpolator
- FUN_00502820: SkyDesc::Unpack (2 doubles + DayGroup list)
- FUN_00502a10: build per-frame sky-object table
- FUN_00505f30: apply light state + per-cell AdjustPlanes relight
- FUN_005062e0: per-frame sky tick (throttled by LightTickSize)
- FUN_00508010: sky-object render loop (enqueues through the NORMAL
mesh pipeline via FUN_00514b90 — not a bespoke path)
Surprise findings:
- D3DRS_AMBIENT is set to 0 once at init and NEVER changes per-frame
(chunk_005A0000.c). The r12-inferred "clouds = texture × D3DRS_
AMBIENT" formula is falsified. Retail instead routes keyframe
AmbColor through per-vertex lighting on non-Luminous sky meshes
via _DAT_008682bc/c0/c4.
- Retail does NOT anchor the sky to the camera or use a separate
sky projection. Sky meshes live in world space and follow the
camera via scene-graph parent.
- FUN_00532440 (AdjustPlanes) re-lights every terrain cell on every
keyframe tick — the "terrain follows the sky" effect we don't yet
reproduce.
Phase 1 code change (this commit):
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs: revert uTint to white
for all submeshes (the per-submesh blend split stays — sun gets
additive, clouds get alpha). Keep the `keyframe` parameter in the
signature for Phase 2 readiness. Comments now cite the retail
functions and reference docs instead of the (disproven) r12 formula.
- src/AcDream.Core/World/SkyDescLoader.cs: ACDREAM_DUMP_SKY=1 logs
the entire Region SkyDesc on load — DayGroups, SkyObjects, every
SkyTimeOfDay keyframe, and every SkyObjectReplace with RAW pre-/100
Transparent/Luminosity/MaxBright values so we can settle the unit
question empirically.
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs: ACDREAM_DUMP_SKY=1
additionally logs each sky GfxObj's Surfaces and their SurfaceType
flags on first load, so we can identify which meshes carry the
Luminous bit (dome? sun? moon? stars?) vs which are lit.
- src/AcDream.App/Rendering/GameWindow.cs: passes the interpolated
keyframe to the sky renderer (kept — needed for Phase 2).
Research docs (pushed as part of this commit):
- docs/research/2026-04-23-sky-retail-verbatim.md: full synthesis
with retail function map, struct layouts, globals, pseudocode, and
a 4-phase port plan.
- docs/research/2026-04-23-sky-decompile-hunt-{A,B,C}.md: raw hunt
outputs.
- docs/research/2026-04-23-sky-references-crossref.md: WorldBuilder/
ACE/ACViewer/holtburger/Chorizite coverage.
- docs/research/2026-04-23-sky-dat-schema.md: full dat schema + unit
analysis.
- docs/research/2026-04-22-sky-lighting-decompile.md: prior agent's
(superseded) inference — kept for provenance.
Phase 2 will port Surface.Luminous-flag-aware per-vertex lighting for
sky submeshes once the dump resolves the open questions (Luminous-flag
distribution per Dereth sky mesh; _DAT_007a1870 scale constant value).
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
19 KiB
Sky Decompile Hunt B — D3D Render-State Signature Trace
Date: 2026-04-23 Hunter: Hunt Agent B (render-state signatures) Status: SIGNIFICANT FINDINGS — but NOT a "celestial-body iteration draw loop"
TL;DR
The retail acclient does NOT appear to have a classical "sky dome + iterate celestial meshes with per-mesh blend swaps" render function. Instead, sky is implemented as:
- A per-frame keyframe sampler (
FUN_005062e0) that interpolates the current RegionDesc keyframe (sun angle, sun color, ambient color, fog color/near/far) and stashes results into globals. - Per-mesh ambient color pushed via
_DAT_008682bc/c0/c4(RGB floats, no D3DRS_AMBIENT call). - D3D fog state (D3DRS_FOGCOLOR/FOGSTART/FOGEND) set via
FUN_005a41b0— this is the ONLY sky-keyframe → D3D state write path. - A "pre-world" pass (
FUN_00507a50(0)) that disables Zwrite and iterates weather volume objects (fog/rain/snow, NOT sun/moon/stars).
No "celestial body draw loop" found. No D3DRS_AMBIENT call found. No matrix-translation-zero (camera-anchor) found. No lightning RNG found. No huge far-plane constant found at the sky call site. This strongly suggests retail AC is far simpler than modern sky demos assume — the sun/moon/stars are either baked into the RegionDesc scene geometry (treated as regular objects that happen to be positioned far away) or do not exist as discrete draw calls at all, with "sun color" being expressed purely via per-vertex lighting on world meshes.
D3D Vtable Map
All state writes go through pIDirect3DDevice at (param_1 + 0x468),
vtable offset 0xe4 = SetRenderState, offset 0xd4 = SetTextureStageState,
offset 0xc4 = SetMaterial, offset 0x1c (of a PARENT wrapper object at
DAT_0086734c) = SetPerspective/SetFrustum.
Discovered D3D state wrappers in chunk_005A0000.c:
| Wrapper | Addr | D3DRS | Meaning | Cache offset |
|---|---|---|---|---|
| FUN_005a3ba0 | 0x005A3BA0 | 0x1b=27 | ALPHABLENDENABLE | +0x475 |
| FUN_005a3be0 | 0x005A3BE0 | 0x0f=15 | ALPHATESTENABLE | +0x476 |
| FUN_005a3c20 | 0x005A3C20 | 0x19=25 | ALPHAFUNC | +0x478 |
| FUN_005a3c60 | 0x005A3C60 | 0x18=24 | ALPHAREF | +0x47c |
| FUN_005a3ca0 | 0x005A3CA0 | 0x13=19 src, 0x14=20 dst, 0xab=171 op | blend state | +0x4f0/+0x49c |
| FUN_005a3d80 | 0x005A3D80 | 0x16=22 | CULLMODE | +0x488 |
| FUN_005a3dc0 | 0x005A3DC0 | 0xaf=175 | (fog-gated) | +0x48c |
| FUN_005a3e00 | 0x005A3E00 | 7 | ZENABLE | none (stateless) |
| FUN_005a3e20 | 0x005A3E20 | 0x17=23 (ZFUNC) + 0xe=14 (ZWRITE) | combined ZFunc+ZWrite | +0x494/+0x498 |
| FUN_005a3eb0 | 0x005A3EB0 | 0x8b=139 | AMBIENT | +0x4a0 |
| FUN_005a3ef0 | 0x005A3EF0 | 0x91=145 | COLORVERTEX | +0x4a8 |
| FUN_005a3f40 | 0x005A3F40 | 0x93=147 | ? | +0x4a4 |
| FUN_005a3f90 | 0x005A3F90 | 0x1c=28 | FOGENABLE | +0x4bc |
| FUN_005a4080 | 0x005A4080 | 0x22=34 (FOGCOLOR), 0x24=36 (FOGSTART), 0x25=37 (FOGEND) | fog triple | +0x4ac/+0x4c0/+0x4c4 |
| FUN_005a41b0 | 0x005A41B0 | wrapper → FUN_005a4080 | SetFog(color, start, end) | — |
| FUN_005a41f0 | 0x005A41F0 | 0x89=137 | LIGHTING | +0x4c8 |
| FUN_005a4280 | 0x005A4280 | 0x92=146 | LOCALVIEWER | +0x4d8 |
| FUN_005a4350 | 0x005A4350 | 0x3c=60 | ? | +0x4e0 |
| FUN_005a4390 | 0x005A4390 | 0x08 | SHADEMODE | +0x4e4 |
| FUN_005a4420 | 0x005A4420 | stages | SetTextureStageState blend args | — |
| FUN_005a4010 | 0x005A4010 | internal flag at +0x4be → re-calls FUN_005a3f90 | fog-master-enable gate | +0x4be |
Device-reset-to-default function: FUN_005a10f0 at 0x005A10F0, lines
687-740 of chunk_005A0000.c. This is NOT the sky render; it is called
once on device init and full-state rebuild.
AMBIENT (D3DRS=0x8b=139) — The Key Negative Finding
I searched every call to vtable 0xe4 with state 0x8b across the
entire 688K-line decompile. Results:
- chunk_005A0000.c:3388 —
...0x8b,0— inside default-init reset - chunk_005A0000.c:2772 —
...0x8b,param_2— inside wrapper FUN_005a3eb0
External callers of FUN_005a3eb0:
chunk_005A0000.c:704: FUN_005a3eb0(0); // default-reset, ambient=black
ONLY ONE CALLER. The sky keyframe sampler (FUN_005062e0) does NOT
call FUN_005a3eb0. D3DRS_AMBIENT is set to 0 once and never changed.
This falsifies the previous research hypothesis (2026-04-22 doc) that
clouds are tinted by a per-keyframe D3DRS_AMBIENT write.
Sky color instead lives in _DAT_008682bc/c0/c4 (three floats, RGB, set
from DAT_00842950/54/58). See below.
Sky Keyframe Sampler — FUN_005062e0 @ 0x005062E0
chunk_00500000.c, lines 6213-6333. Called each frame from the scene
renderer (FUN_00455a50 path, around chunk_00450000.c:4341, 4468).
Stripped pseudocode:
void FUN_005062e0(int worldRenderer) {
if (worldRenderer.layerBits != 0 && worldRenderer.skyEnabled != 0)
{
FUN_00508010(); // advance sky timer
double now = _DAT_008379a8; // game-time seconds
if (_DAT_00842798 <= now && currentRegionDesc != 0) {
_DAT_00842798 = regionDesc[+0x50].nextKeyTime + now; // reschedule
float turbidity = (weatherSys ? weatherSys[+0x48] : _DAT_00795610);
if (_DAT_008427a0 < now) {
// ---- BLOCK 1: sample ambient/sun ----
int ok = FUN_004ff440(turbidity,
&fogDensity, // out float
&sunColor, // out ARGB
sunDirVec, // out float[3]
&ambientColor); // out ARGB
if (ok) {
if (fogDensity < DAT_0084295c) fogDensity = DAT_0084295c;
// ---- WEATHER FOG BLEND (if weather active) ----
if (DAT_008427a9 /* weatherFogEnabled */) {
if (1.0f <= _DAT_008427b8 /* blendProgress */) {
// blend complete; snap to weather values
fogDensity = DAT_008427ac; // weather density
sunColor = DAT_00842788; // weather fog color
} else {
// lerp currentColor → weatherColor per channel (bytes),
// lerp density toward DAT_008427ac
// advance _DAT_008427b8 by _DAT_007c7208 (blend rate)
}
}
FUN_00505f30(fogDensity, sunColor, sunDirVec, ambientColor);
}
_DAT_008427a0 = now + (currentRegionDesc ?
regionDesc[+0x50].keyInterval : _DAT_007c7200);
}
// ---- BLOCK 2: sample fog near/far/color ----
FUN_005a4010(!DAT_0081dbf8); // disable fog if master fog flag clear
if (DAT_0081dbf8) {
FUN_005a3f90(DAT_0081dbf8); // FOGENABLE = true
int ok2 = FUN_004ff480(turbidity,
&fogNear, // out float
&fogFar, // out float
&fogColor);// out ARGB
if (ok2) {
if (DAT_008427a9 /* weatherFogEnabled */) {
// blend fogNear, fogFar, fogColor toward weather values
// identical lerp structure
}
FUN_005a41b0(&fogColor, fogNear, fogFar);
// → SetRenderState(FOGCOLOR, ...), (FOGSTART, ...), (FOGEND, ...)
}
}
}
}
}
This is the ONLY per-frame writer of fog D3D state. Called by
FUN_00455a50 (scene entry) via FUN_00506270 etc.
Block-1 Keyframe Layout — FUN_00501600 @ 0x00501600
chunk_00500000.c, lines 1151-1232. Decoded keyframe struct:
| Offset | Field | Type | Notes |
|---|---|---|---|
| +0x04 | SunMagnitude | float | lerp → param_4 (radius) |
| +0x08 | SunYAngle | float | degrees; * (π/180) gives radians |
| +0x0c | SunZAngle | float | degrees; * (π/180) gives radians |
| +0x10–0x12 | AmbientColor | byte[3] | R,G,B (packed via byte-shuffles) |
| +0x14 | FogDensity | float | lerp → param_2 |
| +0x18–0x1a | SunColor | byte[3] | R,G,B |
From chunk_00500000.c:1190-1216:
// out sunDirVec (param_4):
fVar9 = lerp(nextKey[+0x04], prevKey[+0x04], param_1); // magnitude
float sinAngY = lerp(nextKey[+0x08], prevKey[+0x08]) * DEG2RAD;
float sinAngZ = lerp(nextKey[+0x0c], prevKey[+0x0c]) * DEG2RAD;
float cosY = cos(sinAngY);
float sinY = sin(sinAngY);
float cosZ = cos(sinAngZ);
float sinZ = sin(sinAngZ);
param_4[0] = fVar9 * sinZ * cosY;
param_4[1] = fVar9 * cosZ * cosY;
param_4[2] = fVar9 * sinY;
// out sunColor ARGB (param_3): from bytes at +0x18,0x19,0x1a
// out ambientColor ARGB (param_5): from bytes at +0x10,0x11,0x12
(The repeated FUN_005df4c4() calls with no args are Ghidra's artifact
for a union/reinterpret-cast byte shuffle — they are NOT an RNG and NOT
a lightning modulator.)
Block-2 Keyframe Layout — FUN_00501860 @ 0x00501860
chunk_00500000.c, lines 1236-1268. Second block of the keyframe struct:
| Offset | Field | Type | Notes |
|---|---|---|---|
| +0x20 | FogNear | float | |
| +0x24 | FogFar | float | |
| +0x28–0x2a | FogColor | byte[3] | R,G,B |
Apply-Block-1 — FUN_00505f30 @ 0x00505F30
chunk_00500000.c, lines 6026-6092. Stores the sampled values into global
cache and into the _DAT_008682bc/c0/c4 "per-vertex ambient" slot:
DAT_00842780 = fogDensity; // param_2
DAT_0084277c = sunColor; // param_3 (ARGB)
DAT_00842950 = sunDir[0]; // param_4[0]
DAT_00842954 = sunDir[1];
DAT_00842958 = sunDir[2];
DAT_00842778 = ambientColor; // param_5 (ARGB)
_DAT_008682c8 = sunDir[0]; // duplicated
_DAT_008682d0 = sunDir[2];
_DAT_008682cc = sunDir[1];
FUN_00451a60(&_something, ambientColor); // unpacks ARGB → 3 floats
_DAT_008682bc = unpacked R; // RGB ambient floats for mesh lighting
_DAT_008682c0 = unpacked G;
_DAT_008682c4 = unpacked B;
DAT_008682d4 = 0; // ambient dirty flag
_DAT_008682bc/c0/c4 is the THING the sky tints the world with.
It is consumed per-vertex by mesh-draw, not by a D3D state write.
Candidate "Sky Pass" — FUN_00507a50 @ 0x00507A50
chunk_00500000.c, lines 7250-7299.
void FUN_00507a50(weatherMgr, phase) {
if ((FUN_00451ec0() || phase == 0)) { // skyEnabled or pass-0
weatherMgr.renderingFlag = 1;
char oldAlpha = FUN_005a1560();
FUN_005a3f90(DAT_008427a9 != '\0'); // FOGENABLE ← weatherFog flag
float oldFar = DAT_0081fc98;
FUN_0054bf30(DAT_0081fc98 * _DAT_007c6f14); // multiply far plane
FUN_005a3e20(8, 0); // ZFUNC=ALWAYS, ZWRITE=0
if (phase == 0) {
// iterate weather volume objects (rain/snow/fog cells)
for (uint i = 0; i < weatherMgr.count; ++i) {
int obj = *(int*)(weatherMgr.pArray + i*4);
uint flags = *(uint*)(weatherMgr.pFlags + i*4);
if (obj && !(flags & 1) &&
(DAT_0081dbf9 || !(flags & 4)) &&
(!DAT_008427a9 || !FUN_005a1560() || !(flags_byte & 2)))
{
FUN_00511720(obj); // scene-graph walk (update per-frame)
FUN_00511760(obj); // scene-graph walk (draw)
}
}
} else if (DAT_0081dbf9) {
// phase 1: just let the device callback at +0x64 run
(**(code **)(*DAT_00870340 + 0x64))(weatherMgr[+0x28]);
}
FUN_0054bf30(oldFar); // restore far plane
FUN_005a3e20(4, 1); // ZFUNC=LESSEQUAL, ZWRITE=1
FUN_005a3f90(oldAlpha); // restore FOGENABLE
weatherMgr.renderingFlag = 0;
}
}
Called by FUN_00506d90 (chunk_00500000.c:6683):
FUN_00507a50(0)= phase-0 (sky-ish volume draw, before terrain/entity)FUN_00507a50(1)= phase-1 (post-draw overlay, gated by weather flag)
The DAT_0081fc98 * _DAT_007c6f14 line IS the far-plane multiplier —
however _DAT_007c6f14 here is ambiguous, used elsewhere as a small
rotation coefficient (chunk_005E0000.c:258 etc). This deserves a
follow-up: check if that DAT is a configurable sky-far-plane multiplier
or a recycled constant.
No matrix-translation-zero (camera-anchor) is present in this
function. The scene graph objects iterated via FUN_00511720/60 are
rain/snow/fog-shaft volumes — they are positioned in world space and
expected to follow the camera via normal scene-graph propagation.
No per-mesh blend swap (alpha for clouds vs additive for sun) is present. Blend mode is set once for the whole pass.
Fog Write Path — SUMMARY
The complete trail:
FUN_00505f30stores sun/ambient globals (no D3D call).FUN_005062e0lerps current-keyframe fog → weather-fog if needed.FUN_005a41b0(&fogColor, fogNear, fogFar)→FUN_005a4080(pFogColor_as_ARGB, near, far)→- Writes D3DRS_FOGCOLOR=0x22, D3DRS_FOGSTART=0x24, D3DRS_FOGEND=0x25.
Fog ENABLE is wrapped by FUN_005a4010 (master gate at +0x4be) +
FUN_005a3f90 (actual D3DRS_FOGENABLE=0x1c write). Both driven by
the DAT_0081dbf8 master-fog flag.
D3DRS_FOGTABLEMODE=0x23, FOGVERTEXMODE=0x8c, FOGDENSITY=0x26 —
these are only set once in the default-init (FUN_005a10f0) and never
per-frame. Retail uses linear fog (FOGSTART/FOGEND), not exponential
(FOGDENSITY).
Lightning Flash — NOT FOUND
Searched for:
FUN_005df4c4(the RNG/byte-shuffle) — all hits are byte-packing for ARGB color interpolation, not random modulation._DAT_008427b8— it's a weather-fog-blend progress (0 → 1 ramp), not a per-frame random value.- Time-based sine/cos on small periods — none found coupled to sky color.
- Any RNG call near fog/ambient writes — none found.
Lightning is likely a separate system not found in this hunt, OR does not exist in retail and is purely decorative in modern ports.
Matrix-Anchor (Camera-Centered Sky) — NOT FOUND
Searched for patterns like:
*(undefined4*)(mat + 0x30) = 0;SetTransform(D3DTS_VIEW=2, ...)via any vtable offset- A matrix copy that zeroes three consecutive 4-byte fields
Nothing found anchored to the sky pass. The view matrix is NOT rewritten with zero translation before the sky draw. This is consistent with the conclusion that there is no discrete "sky dome" — the weather/fog volume objects follow the camera by being placed in camera-relative world position by their parent scene-graph node.
Huge Far-Plane Constants — NOT FOUND
Searched for:
- 0x49742400 (1e6f) — no hits
- 0x47c35000 (1e5f) — no hits
- 0x4b189680 (1e7f) — no hits
The only far-plane modulator is DAT_0081fc98 * _DAT_007c6f14 at
chunk_00500000.c:7272. Without knowing _DAT_007c6f14's numeric value
from a debugger or disassembly of .rdata, we can't tell if this is
1 (sky-far-plane multiplier) or ~1 (no-op). A follow-up disassembly of the address
0x007c6f14should nail this down.
D3D State Inventory — Sky-Relevant Per-Frame Writes
Only four D3D states are written per-frame in the sky-adjacent code path:
| State | Hex | Name | Writer | Source of value |
|---|---|---|---|---|
| 34 | 0x22 | FOGCOLOR | FUN_005a4080 |
current keyframe+weather lerp |
| 36 | 0x24 | FOGSTART | FUN_005a4080 |
current keyframe+weather lerp |
| 37 | 0x25 | FOGEND | FUN_005a4080 |
current keyframe+weather lerp |
| 28 | 0x1c | FOGENABLE | FUN_005a3f90 |
DAT_0081dbf8 / weather flag |
Plus, inside FUN_00507a50 (phase-0 weather-volume draw only):
| State | Hex | Name | Value |
|---|---|---|---|
| 23+14 | 0x17+0x0e | ZFUNC + ZWRITE | ALWAYS + OFF → restore LESSEQUAL + ON |
Gaps / Unresolved
- The classical sky dome / celestial body draw — NOT FOUND. Either retail literally does not have one (sky is just a clear-color glimpse plus fog between camera and terrain), or it's hidden inside the RegionDesc.Scene entries and rendered as a regular object through the normal scene-graph path.
_DAT_007c6f14— used as a far-plane multiplier in the sky pass, but cross-referenced use in chunks 0x5E0000 suggests it's a unit-scale float (< 10). Needs raw.rdatadump to confirm its value.- Is
_DAT_008682bc/c0/c4consumed by D3D material or per-vertex color? The writers are clear; the readers need a separate hunt (likely in chunk_00590000.c or the mesh-draw path atFUN_0054c9c0). - Lightning flash — not found in the keyframe/fog paths. If it exists, it's in a separate code path (maybe tied to weather presets 6 "thunderstorm" — DAT_008427a9=1 case in chunk_00550000.c:11886).
Files / Addresses cited (all absolute paths)
C:\Users\erikn\source\repos\acdream\docs\research\decompiled\chunk_005A0000.c- lines 687-740:
FUN_005a10f0device reset (AMBIENT=0 here, only caller) - lines 2606-3035: D3D state wrapper zoo (all vtable-0xe4 writers)
- lines 2868-2907:
FUN_005a4080= SetFog triple - lines 2911-2921:
FUN_005a41b0= SetFog wrapper - lines 3346-3400: default state-init defaults
- lines 3860-3970:
FUN_005a5950world-scene top-level renderer
- lines 687-740:
C:\Users\erikn\source\repos\acdream\docs\research\decompiled\chunk_00500000.c- lines 1151-1232:
FUN_00501600Block-1 keyframe sampler - lines 1236-1268:
FUN_00501860Block-2 (fog) keyframe sampler - lines 6026-6092:
FUN_00505f30apply-keyframe-1 to globals - lines 6213-6333:
FUN_005062e0per-frame sky+fog update (MAIN) - lines 6683-6708:
FUN_00506d90scene renderer (calls sky phase 0/1) - lines 7250-7299:
FUN_00507a50the phase-0 weather-volume draw
- lines 1151-1232:
C:\Users\erikn\source\repos\acdream\docs\research\decompiled\chunk_00450000.c- lines 608-622:
FUN_00451a60ARGB → 3-float unpack - lines 4300-4479: per-landblock ambient setup (
_DAT_008682bcwriters)
- lines 608-622:
C:\Users\erikn\source\repos\acdream\docs\research\decompiled\chunk_00550000.c- lines 11835-12016:
FUN_0055eb40weather-preset-id → fog constants (0=clear, 1=light rain, 2=medium, 3=heavy, 4=blizzard, 5=?, 6=thunderstorm)
- lines 11835-12016:
C:\Users\erikn\source\repos\acdream\docs\research\decompiled\chunk_004F0000.c- lines 10692-10720:
FUN_004ff440/FUN_004ff480keyframe trampolines
- lines 10692-10720:
Recommendation for acdream port
Given these findings, our C# SkyRenderer should:
- Stop expecting a celestial-body draw loop in the decompile — Hunt A will likely confirm via the Region-loader angle.
- Port the keyframe sampler faithfully from
FUN_00501600/ 1860 — the struct layout above is the ground truth for RegionDesc keyframe blobs. - Apply the sun direction and colors to world-mesh vertex lighting,
not to a D3DRS_AMBIENT equivalent. The values live in
_DAT_008682bc/c0/c4and are consumed by the mesh pipeline. - Set fog via SetFog(color, start, end) + FogEnable per frame from
the Block-2 sample. This matches
FUN_005a41b0. - Do NOT add a matrix translation-zero — retail does not anchor the sky dome, because retail does not appear to HAVE a sky dome draw in the D3D state sense. If acdream renders a dome mesh, it's a modern addition.
- Tint clouds (if rendered) via the per-mesh ambient global, not
via the current uniform-one approach. The previous research doc's
conclusion on "clouds multiply by ambient" is likely correct in
spirit — just know that "ambient" here means
_DAT_008682bc/c0/c4, not D3DRS_AMBIENT.