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BUILD_PR_TILE_UV_WINDING_NORMAL_FIX_VALIDATION - Root Cause Notes
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Context investigated
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- Targeted samples: 1706 and 1707 voxel terrain/chunk rendering paths.
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- Investigated for:
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- UV orientation issues
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- triangle winding issues
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- normals direction issues
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- post-mesh 180-degree transform issues
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Findings
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1) UV mapping was not the root cause.
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- These two sample paths draw filled polygons directly via renderer.drawPolygon for each visible voxel face.
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- No UV coordinate authoring/sampling path exists in these files.
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2) Triangle/face winding mismatch was the root cause.
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- Pre-fix projected face winding signs for 1706 were:
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- top: +1
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- side-left: -1
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- side-right: -1
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- This mixed winding means any culling stage that expects one front-face orientation will reject a subset of visible faces, causing open/interior artifacts and apparent inversion.
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3) Normals and post-transform were not root causes in this path.
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- There are no explicit authored normal buffers in these sample scene files.
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- No extra post-mesh transform stage rotating tiles 180 degrees was found in these render paths.
assertTextIncludes(renderer,'Minecraft | Chunk Streaming Window','Minecraft chunk sample should render a clear family label overlay.');
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assert.equal(renderer.texts.some((text)=>text.includes('Debug:')),false,'Minecraft chunk sample should not advertise debug cycling when only one overlay panel is available.');
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assertTextIncludes(renderer,'Controls:','Minecraft chunk sample should render a controls hint.');
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