mapspinner 0.1.13 → 0.1.15
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/planet-orchestrator.js +1 -1
- package/src/quadtree.js +6 -5
package/package.json
CHANGED
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@@ -497,7 +497,7 @@ export async function initMapspinnerPlanet(gl, opts = {}) {
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497
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// ONLY to splitDist (NOT distF below): distF = sf*8.0 is the altitude-weighting term, and scaling sf
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498
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// into BOTH compounds into ~2 levels at altitude (witnessed: base sf*2 gave mx 5->7 at 8000km). Keep
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499
499
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// distF on the original sf so the push is a clean ONE step. maxLevel (16) is untouched -- no new LOD.
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500
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-
const LOD_STEP =
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500
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+
const LOD_STEP = 3.0; // push ALL LODs 0.75 step (reduced from 4.0 to target ~600 quads at all alts):
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qt.computeSplitDist(sf * LOD_STEP, gl.drawingBufferHeight || 480, fovy);
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// DETAIL-FARTHER (user 2026-06-01h: each LOD pop should happen ~3x farther out -- 6km detail at
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// 24km, etc.). A quad subdivides when camAlt < l * splitDist * distFactor, so tripling distFactor
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package/src/quadtree.js
CHANGED
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@@ -91,7 +91,7 @@ export class Quadtree {
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// 20km). Shrinking the penalty-free near radius lets the far-LOD falloff coarsen MORE of the
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// off-screen / past-horizon field, cutting peak visible leaves toward ~600-900 (precondition
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// for the 512 layer cap). These are THE only values -- no device tier.
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94
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-
const near = Math.max(this._camAlt *
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94
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+
const near = Math.max(this._camAlt * 2.0, horizon * 0.4, 20000.0);
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// floor 0.5 (was 0.18): past the horizon the split may HALVE, not crush to ~1/5 (which was
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// collapsing near-field detail on descent). Foreground (latC<near) stays fall=1 -> full LOD.
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const fall = 1.0 / (1.0 + Math.max(0.0, latC - near) / near);
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@@ -102,10 +102,11 @@ export class Quadtree {
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// altitude climbs, so far and near refine at the same rate = the gradient FLATTENS the higher we get
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// (detail budget spreads from the near foreground out to the far field). Below fps height the gradient
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// stays sharp (floor 0.5) so the deck keeps its near-field detail. fpsAltM live via this.fpsAltM.
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-
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-
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-
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-
const
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+
// FLOOR: starts at 0.6 at deck (preserves near-field detail where the user sees it),
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106
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// drops logarithmically with altitude toward ~0.3 at orbital height, so far coarsening
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107
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// engages progressively at every altitude -- no more one-step jump at ~45km.
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108
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+
const altLog = Math.log2(Math.max(this._camAlt, 5000.0) / 5000.0);
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109
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const floor = Math.max(0.30, Math.min(0.60, 0.60 - altLog * 0.05));
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const effSplit = this.splitDist * Math.max(floor, fall);
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if (dist < l * effSplit && level < this.maxLevel) {
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const hl = l / 2.0;
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