acdream/tests/AcDream.Core.Tests/Meshing
Erik 0bd9b9693b fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes
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>
2026-05-06 16:46:23 +02:00
..
GfxObjDegradeResolverTests.cs fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes 2026-05-06 16:46:23 +02:00
GfxObjMeshTests.cs feat(core): add GfxObjMesh.Build multi-surface mesh extractor 2026-04-10 17:52:09 +02:00
SetupMeshTests.cs feat(core): add SetupMesh.Flatten for single-level part hierarchy 2026-04-10 18:01:16 +02:00
TranslucencyKindTests.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00