acdream/tests/AcDream.Core.Tests
Erik d379a75984 feat(core): SurfaceDecoder — add PFID_P8, PFID_R8G8B8, and PFID_X8R8G8B8
Entities using 8-bit palette-indexed textures (PFID_P8), uncompressed 24-bit
RGB surfaces (PFID_R8G8B8), and 32-bit packed-BGR surfaces (PFID_X8R8G8B8)
were all rendering as solid magenta. PFID_P8 uses the same palette-lookup and
isClipMap (indices 0..7 → fully transparent) convention as the existing
INDEX16 decoder, reading one byte per pixel instead of two. PFID_R8G8B8 and
PFID_X8R8G8B8 decode on-disk B,G,R[,X] byte order to R,G,B,255 RGBA8 output
for OpenGL PixelFormat.Rgba upload; the X padding byte in X8R8G8B8 is
discarded rather than forwarded as alpha.

168 tests green (85 AcDream.Core.Tests + 83 AcDream.Core.Net.Tests), including
9 new SurfaceDecoder tests covering correct channel mapping, clipmap
transparency, truncated-data fallback, and palette-missing fallback for P8.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 19:23:57 +02:00
..
Meshing feat(core): add SetupMesh.Flatten for single-level part hierarchy 2026-04-10 18:01:16 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Terrain feat(core+app): per-cell terrain texture blending (Phase 3c.4) 2026-04-11 14:02:15 +02:00
Textures feat(core): SurfaceDecoder — add PFID_P8, PFID_R8G8B8, and PFID_X8R8G8B8 2026-04-11 19:23:57 +02:00
World feat(core): add WorldView with 3x3 neighbor landblock computation 2026-04-10 18:02:41 +02:00
AcDream.Core.Tests.csproj feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00