mapspinner 0.1.21 → 0.1.23

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "mapspinner",
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- "version": "0.1.21",
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+ "version": "0.1.23",
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  "description": "WebGL2 Earth-scale terrain rendering SDK for interactive globe applications",
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  "main": "src/index.js",
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  "exports": {
@@ -168,7 +168,7 @@ export async function initMapspinnerPlanet(gl, opts = {}) {
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  // quadtree levels (L14/L15/L16, ~28m/~14m/~7m cells) -- the close-approach overdraw tail -- so the deepest
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  // LOD is now L13 (~56m cell). Pairs with the LOD_STEP push (each region still resolves levels-finer-per-
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  // distance, just capped three steps shallower). Live override window.__maxLevel.
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- const maxLevel = opts.maxLevel ?? 12;
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+ const maxLevel = opts.maxLevel ?? 11;
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  // splitFactor 2.0 over-subdivided ~5-20x: the baseline measured px/poly edge median
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  // 0.73 (orbit) / 1.56 (lowalt), far below the user's 4-50 px target, which also
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  // saturated the atlas (1920/1920) and drove tileGenMs to ~950ms. The live sweep
@@ -628,7 +628,7 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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  // anchorpoints (low reliefMul = flat plains, non-mtn, non-wet, non-cold). Fades to zero
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  // by reliefMul ~0.5 so mountains are unaffected.
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  float flatGate = max(0.0, 1.0 - reliefMul * 2.0);
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- h += snoise3(dir0 * 800.0) * flatGate * uDetailOverlay * 8.0;
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+ h += snoise3(dir0 * 1200.0) * flatGate * uDetailOverlay * 20.0;
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  // LAKE CARVE + flat-water plane
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  float lakeWetV; float lakeCarveRaw = lakeCarveM(dir0, lakeWetV);
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  // uCarveWide=1 widens the carve CLIMATE gates so the gorge/lake/dune depth fades in over a wide