mapspinner 0.1.14 → 0.1.16
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- package/package.json +1 -1
- package/src/gl-render.js +1 -1
- package/src/planet-orchestrator.js +1 -1
package/package.json
CHANGED
package/src/gl-render.js
CHANGED
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@@ -792,7 +792,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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gl.uniform1f(U('uTexTileM'), _g('texTile', 2400.0)); // metres per repeat (user: 24m read as noise/rock -- 100x bigger)
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gl.uniform1f(U('uTexNrmK'), _g('texNrmK', 3.0)); // 0.8 -> 3.0 (user 2026-06-11 'displacement normals must be THE texture normals': A/B-measured -- 0.8 was visually NIL (0% of px changed >10 on toggle), 2.0 gave 1.3%, 5.0 gave 22%; the normalize(nLit+texDn) compresses the response so visibility is non-linear in K. 3.0 makes the displacement-derived relief clearly read; the loader's per-texel 0.9 tilt cap keeps the historical saturation/scramble class structurally impossible at any apply strength)
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gl.uniform1f(U('uTexMix'), _g('texMix', 0.85)); // splat blend amount (0 = off)
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-
gl.uniform1f(U('uTexWarp'), _g('texWarp', 0.
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+
gl.uniform1f(U('uTexWarp'), _g('texWarp', 0.5)); // anti-repetition warp amplitude (0.5 = ~0.6 tile offset max, breaks tile boundaries)
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gl.uniform1f(U('uTexPhoto'), _g('texPhoto', 0.0)); // raw photo-color fraction (0 = patch matches the macro shade exactly)
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gl.uniform1f(U('uTexPhotoNear'), _g('texPhotoNear', 0.45)); // near-field material identity (photo hue at macro luminance; user 2026-06-12 'must be either grass or sand')
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gl.uniform4f(U('uSurfMeanL'), _surfMeanL[0], _surfMeanL[1], _surfMeanL[2], _surfMeanL[3]); // per-layer mean linear luminance (shade-match divisor)
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@@ -497,7 +497,7 @@ export async function initMapspinnerPlanet(gl, opts = {}) {
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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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// into BOTH compounds into ~2 levels at altitude (witnessed: base sf*2 gave mx 5->7 at 8000km). Keep
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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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-
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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