Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly flat / bulky vs retail because we drew the base GfxObj id from Setup / AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray (0x0050DCF0) treats that base id as the entry point to a DIDDegrade table; close/player rendering uses Degrades[0].Id, which is the higher-detail mesh that carries bicep / deltoid / shoulder geometry. ACViewer also has this bug — it was the key signal it isn't acdream- specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17 polys for Aluvian Male upper arm 0x01000055), missing the close- detail variant (0x01001795: 32 verts / 60 polys). Adds GfxObjDegradeResolver that walks the table with safe fallbacks at every step. Wired in GameWindow after AnimPartChange application and before texture-change resolution so texture overrides match the resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1 and scoped to humanoid setups (34 parts with >=8 null-sentinel attachment slots) while the fix bakes — the change is harmless on non-humanoid setups (resolver falls back to base when no degrade table) but we hold the broader sweep until LOD distance plumbing lands. User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle definition match retail. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
9.5 KiB
Issue #47 — humanoid bulky/flat rendering: GfxObj close-degrade fix
Status: root cause identified and patched (2026-05-06).
Flag: ACDREAM_RETAIL_CLOSE_DEGRADES=1 enables; off by default
while the fix bakes.
Files: src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs,
wiring in src/AcDream.App/Rendering/GameWindow.cs.
The bug, in one sentence
acdream and ACViewer both rendered humanoid body parts using the
low-detail GfxObj that the Setup / AnimPartChange references,
instead of walking that base GfxObj's DIDDegrade table to slot 0
(the close-detail mesh) the way retail does.
How we got here
We spent a session investigating Issue #47 ("humanoid Setup 0x02000001 renders bulky vs retail") and ruled out, with screenshots, every hypothesis on the original handoff list:
- per-face vs smoothed vertex normals (smooth-normal pass had no visible effect; dat normals were already smooth)
- transform composition (acdream's
Scale * RotPart * TransPart * RotEntity * TransEntitymatches retail'sFrame::combineat0x518FD0algebraically) - ambient floor / cell ambient tuning (lighting tweak, doesn't change silhouette)
- MSAA (anti-aliasing doesn't change silhouette thickness)
client_highres.datprecedence (retail does prefer HighRes over Portal inCLCache::GetDiskControllerat0x4f8fa0, but the humanoid body GfxObjs we were drawing don't get high-res replacements — they get LOD replacements via DIDDegrade)- the
0x010001ECnull-part stubs in slots 17-33 (correctly skipped per ACE's "essentially a null part" comment, but they were 1-tri meshes — visually negligible, not the bug)
The user critically reported that ACViewer showed the same flat arms, which meant the bug couldn't be in our renderer alone — it had to be in something both renderers shared. Both load from the same dat. Both run the AnimPartChange ids through their renderers as final mesh ids. Neither walks DIDDegrade.
A side-by-side screenshot pair of +Acdream in retail vs acdream
made the symptom precise: retail showed clear per-face linear gradients
with visible bicep / deltoid / pectoral edges; acdream showed a smooth
featureless tube.
Why retail looks different
Retail's CPhysicsPart load and draw flow walks the degrade table:
| Function | Address | What it does |
|---|---|---|
CPhysicsPart::LoadGfxObjArray |
0x0050DCF0 |
Loads the base GfxObj only to read DIDDegrade. If a GfxObjDegradeInfo exists, retail loads each entry from Degrades into the part's render array. |
CPhysicsPart::UpdateViewerDistance |
0x0050E030 |
Picks deg_level per part by camera distance. For close / player rendering deg_level == 0. |
CPhysicsPart::Draw |
0x0050D7A0 |
Draws gfxobj[deg_level]. |
So for close / player rendering the actual mesh is
GfxObjDegradeInfo.Degrades[0].Id, NOT the base GfxObj id.
Concrete evidence
Comparing the base meshes the server hands us (post-AnimPartChange)
against the close-detail meshes their DIDDegrade tables point at:
| Body part | Base id | Base verts/polys | Degrade table | Slot 0 close id | Close verts/polys |
|---|---|---|---|---|---|
| Aluvian Male upper arm | 0x01000055 |
14 / 17 | 0x110006D0 |
0x01001795 |
32 / 60 |
| Aluvian Male lower arm | 0x01000056 |
8 / 6 | (per dat) | 0x0100178F |
22 / 39 |
| Heritage variant upper arm | 0x010004BF |
(low) | (per dat) | 0x010017A8 |
(high) |
| Heritage variant lower arm-A | 0x010004BD |
(low) | (per dat) | 0x010017A7 |
(high) |
| Heritage variant lower arm-B | 0x010004B7 |
(low) | (per dat) | 0x0100179A |
(high) |
Drawing the base ids gave us visibly LOD-3 bodies on close-up players — no bicep, no deltoid contour, no shoulder geometry. The degrade-slot-0 meshes have the geometry that produces the per-face gradients the user expected.
Pseudocode
TryResolveCloseGfxObj(getGfxObj, getDegradeInfo, gfxObjId)
→ resolvedId, resolvedGfxObj
base = getGfxObj(gfxObjId)
if base is null:
return (gfxObjId, null, false) # caller drops the part
resolved = (gfxObjId, base)
if base.Flags HasDIDDegrade is clear OR base.DIDDegrade == 0:
return (resolved, true)
info = getDegradeInfo(base.DIDDegrade)
if info is null OR info.Degrades is empty:
return (resolved, true)
closeId = info.Degrades[0].Id
if closeId == 0:
return (resolved, true)
closeObj = getGfxObj(closeId)
if closeObj is null:
return (resolved, true)
return ((closeId, closeObj), true)
Every fallback leaves the base mesh selected — better to render the low-detail variant than nothing at all when the dat is partial.
Wiring in GameWindow.OnLiveEntitySpawnedLocked
The order matters because the resolver has to see the final per-part GfxObj id, and downstream consumers (texture-change resolution, palette detection, mesh build) have to see the resolved mesh's surfaces:
1. Setup flatten → per-part transforms with default GfxObj ids.
2. Apply server AnimPartChanges → replace per-part ids with the
body / clothing / head GfxObjs the server picked.
3. *** NEW *** If retail close-degrades enabled AND the setup is a
humanoid (34 parts with ≥8 null-sentinel slots in 17–33), run
each part's id through GfxObjDegradeResolver and swap to slot 0.
4. Resolve TextureChanges against the resolved GfxObj's surfaces.
5. Build palette overrides.
6. GfxObjMesh.Build / texture upload.
Wiring it before AnimPartChanges would replace Setup defaults that will get overwritten anyway. Wiring it after texture-change resolution would point texture overrides at the wrong surface ids.
Scope
For now the swap is gated to humanoid setups only. The detector is
purely structural: 34 parts with at least 8 of slots 17-33 wired to
the AC null-part sentinel 0x010001EC. This matches Aluvian Male
(0x02000001), the heritage variants, and any future 34-part
humanoid sibling without enumerating ids.
Why scoped vs. always-on:
- Scenery and creatures may have degrade tables too (buildings certainly do). For non-humanoids we haven't visually verified that swapping to slot 0 is correct for the current camera distance, so we hold the change.
- True LOD plumbing (distance-based
deg_levelselection perCPhysicsPart::UpdateViewerDistance) is still future work; until then "always slot 0" is right for player + nearby NPCs but might over-detail far-distance scenery.
When the close-degrade path is validated everywhere, drop the humanoid scoping and remove the env-var flag.
Verification
# Acceptance: side-by-side screenshots of `+Acdream` (or any humanoid
# NPC) in acdream vs retail show matching shoulder / bicep / back
# definition. Drudges and other monster setups stay correct.
Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
Start-Sleep -Seconds 4
$env:ACDREAM_RETAIL_CLOSE_DEGRADES = "1"
$env:ACDREAM_DUMP_CLOTHING = "1" # log resolver swaps per spawn
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch_issue47_close_degrade.log"
Expected log lines (per spawn):
DEGRADE part=01 gfx=0x0100004F -> close=0x0100178D
DEGRADE part=02 gfx=0x0100004D -> close=0x01001787
DEGRADE part=10 gfx=0x0100122B -> close=0x01001795
…
(Exact ids vary by which body parts AnimPartChange installs for the
character's heritage / equipped clothing. The -> arrow confirms
the swap fired.)
What was rejected
These were diagnostic experiments during the investigation, NOT part of the fix:
- Smooth-normal recompute behind
ACDREAM_SMOOTH_NORMALS - HighRes-first lookup in
TextureCache.DecodeFromDats - Skipping
0x010001ECnull-part placeholders - Per-vertex Gouraud shader rewrite of
mesh.frag - Cell ambient floor / minimum diffuse tuning
- MSAA toggle
- Identity per-part orientation
- Positive-only polygon emission
The successful fix is ONLY the close GfxObj degrade slot 0 swap. All of the above were reverted before this patch landed.
References
acclient!CPhysicsPart::LoadGfxObjArrayat0x0050DCF0—docs/research/named-retail/acclient_2013_pseudo_c.txtacclient!CPhysicsPart::UpdateViewerDistanceat0x0050E030acclient!CPhysicsPart::Drawat0x0050D7A0- DatReaderWriter:
references/DatReaderWriter/DatReaderWriter/Generated/DBObjs/GfxObj.generated.cs(HasDIDDegradeflag,DIDDegradefield)references/DatReaderWriter/DatReaderWriter/Generated/DBObjs/GfxObjDegradeInfo.generated.cs(Degrades : List<GfxObjInfo>) - ACE:
references/ACE/Source/ACE.DatLoader/FileTypes/GfxObjDegradeInfo.cs - ACViewer + ACME both miss this same step — they draw the base id directly. ACViewer's confirmation was the key signal that the bug isn't acdream-specific.