test(review): ground-level cameras, and a null result that locates the float

Two cameras were added at pavement height - one on the feet, one on the wheels - because the
wide shots cannot settle whether anything touches the surface.

The feet shot settled it, and not the way I expected. Lowering the player start from 455 to 395
changed NOTHING in the capture: same framing, same float. The capsule falls onto the collider and
always rests at Z 456 with its feet at 369, while the rendered pavement is about a metre lower.

So the float is not a spawn-height problem, and no amount of tuning player_z will fix it: the
sidewalk's collision extends above its visible top, and the player stands on an invisible ledge.
The earlier 'top surface under player: Z 366' measurement was not wrong - it was measuring the
collider, which is the thing that is in the wrong place.

Next: measure the sidewalk mesh's rendered top against its collider and fix the asset, not the
spawn.

Also pulled the wheel camera back; it had been inside the bodywork.
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zwitschi committed 2026-11-09 17:14:26 +01:00
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@@ -108,6 +108,26 @@
"Art/blender/vehicle/hatch-reference.png"
],
"expect": "A red compact hatchback car parked on a pavement beside a person, with dark windows, four dark wheels and a dark bumper, daytime"
},
{
"name": "demo-feet",
"shot": "Screenshots/demo/review-demo-feet.png",
"size": [
1920,
1080
],
"references": [],
"expect": "Low view of a person's feet standing on a pavement, seen along the ground, daylight. The object must touch the surface: feet or wheels in contact, with the shadow starting at that contact point, not on the ground far below."
},
{
"name": "demo-wheel",
"shot": "Screenshots/demo/review-demo-wheel.png",
"size": [
1920,
1080
],
"references": [],
"expect": "Low view of a car's wheels standing on a pavement, seen along the ground, daylight. The object must touch the surface: feet or wheels in contact, with the shadow starting at that contact point, not on the ground far below."
}
]
}