@gnsx/three 0.185.4 → 0.185.5

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@@ -102,11 +102,11 @@ const ATLAS_PADDING = 1;
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  * Atlas layout (nz = resolution.z, PADDING = 1):
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  * ```
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  * slice 0 : padding (copy of sub-volume 0, data slice 0)
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- * slices 1 �? nz : sub-volume 0 data
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+ * slices 1 to nz : sub-volume 0 data
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  * slice nz + 1 : padding (copy of sub-volume 0, data slice nz-1)
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  * slice nz + 2 : padding (copy of sub-volume 1, data slice 0)
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- * slices nz+3 �? 2*nz+2 : sub-volume 1 data
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- * �?
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+ * slices nz+3 to 2*nz+2 : sub-volume 1 data
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+ * ...
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  * ```
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  * Total atlas depth = `7 * ( nz + 2 )`.
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  *
@@ -279,7 +279,7 @@ class LightProbeGrid extends Object3D {
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  /**
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  * Bakes all probes by rendering cubemaps at each probe position
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  * and projecting to L2 SH. Optionally iterates additional passes to
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- * capture indirect bounces �? each extra pass samples the previous pass's
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+ * capture indirect bounces - each extra pass samples the previous pass's
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  * atlas as indirect light, so a grid added to the scene before baking
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  * accumulates one bounce per extra pass.
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  *
@@ -328,7 +328,7 @@ class LightProbeGrid extends Object3D {
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  renderer.getScissor( _currentScissor );
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  const currentScissorTest = renderer.getScissorTest();
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- // Scene is static across the bake �? update once and disable per-render auto updates.
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+ // Scene is static across the bake - update once and disable per-render auto updates.
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  const currentMatrixWorldAutoUpdate = scene.matrixWorldAutoUpdate;
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  if ( currentMatrixWorldAutoUpdate === true ) {
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@@ -337,7 +337,7 @@ class LightProbeGrid extends Object3D {
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  }
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- // Disable shadow map auto-update across all passes �? lights don't move.
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+ // Disable shadow map auto-update across all passes - lights don't move.
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  // Force a single shadow update on the first render so maps are initialized.
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  const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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  renderer.shadowMap.autoUpdate = false;
@@ -351,7 +351,7 @@ class LightProbeGrid extends Object3D {
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  // const t0 = performance.now();
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  // Pass 0 captures direct light only (grid hidden, so probesSH is not sampled
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- // �? the atlas at this point may be uninitialized or hold a prior bake).
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+ // the atlas at this point may be uninitialized or hold a prior bake).
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  // Each subsequent pass keeps the grid visible so the cube cameras read the
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  // previous pass's atlas as indirect light, accumulating one bounce per pass.
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  // Phase 1 writes to the batch target and Phase 2 only swaps it into the atlas
@@ -439,11 +439,11 @@ class LightProbeGrid extends Object3D {
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  }
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- // Phase 2: Repack SH data from batch target into the atlas 3D texture (GPU-to-GPU).
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+ // Phase 2: Repack SH data from batch target into the atlas 3D texture on the GPU.
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  //
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  // For each of the 7 packed sub-volumes (texture index t) we write:
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  // - A leading padding slice (copy of data slice iz = 0)
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- // - All nz data slices (iz = 0 �? nz-1)
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+ // - All nz data slices (iz = 0 to nz-1)
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  // - A trailing padding slice (copy of data slice iz = nz-1)
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  //
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  // In the atlas the slices for sub-volume t occupy the range:
@@ -675,7 +675,7 @@ class LightProbeGrid extends Object3D {
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  renderer.shadowMap.autoUpdate = savedShadowAutoUpdate;
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- // Padding slices (GPU-to-GPU copy of nearest edge data slices).
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+ // Padding slices copy the nearest edge data slices on the GPU.
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  const atlas = this.texture;
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  for ( let textureIndex = 0; textureIndex < 7; textureIndex ++ ) {
@@ -1142,7 +1142,7 @@ function _ensureWebGPUComputeResources( cubemapSize, envMapTexture, atlasTexture
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  totalWeight.addAssign( weight );
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  const dir = coord.normalize();
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- // Pass explicit direction �? omitting UV would default to reflectVector (needs camera).
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+ // Pass explicit direction; omitting UV would default to reflectVector (needs camera).
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  const cw = cubeTexture( envMapTexture, coord ).rgb.mul( weight );
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  accum0.addAssign( cw.mul( 0.282095 ) );
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@gnsx/three",
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- "version": "0.185.4",
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+ "version": "0.185.5",
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  "description": "JavaScript 3D library",
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  "type": "module",
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  "main": "./build/three.cjs",