mapspinner 0.1.64 → 0.1.65
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/gl-render.js +4 -4
package/package.json
CHANGED
package/src/gl-render.js
CHANGED
|
@@ -787,7 +787,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
|
|
|
787
787
|
// out fall beyond the far plane and vanish. Dropping the horizon reference radius 500m below sea level
|
|
788
788
|
// extends the horizon to tens of km at low altitude so near-shore relief stays in view (negligible
|
|
789
789
|
// depth-precision cost: 500m vs R~6.37e6). Both the cull and the draw use this (single source).
|
|
790
|
-
const RHORIZON = R -
|
|
790
|
+
const RHORIZON = R - 150.0; // far brought in 500->250 (user 2026-06-14 'bring far plane in a bit'): deck horizon ~80km->~56km = more z-precision; still clears coastal mountains
|
|
791
791
|
// UNDERWATER FAR-PLANE FIX (user 2026-06-14 'at -214m visible, at -500m it disappears'): when the
|
|
792
792
|
// camera is more than 500m below sea level, camDist < RHORIZON so the sea-level horizon is imaginary
|
|
793
793
|
// (-> 0) and alt is negative; the old max(horizon, alt*8) then collapsed the far plane to ~0 and the
|
|
@@ -797,7 +797,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
|
|
|
797
797
|
// MATCH render()'s near exactly (2026-06-14 jank fix): the cull frustum must use the SAME near
|
|
798
798
|
// as the draw frustum, else behind-limb/screen-AABB culling diverges from what is actually drawn
|
|
799
799
|
// at the deck (cull near was max(*0.1,0.1) while render used the <2m 0.05 branch).
|
|
800
|
-
const near = altAboveTerrain < 2.0 ? 0.
|
|
800
|
+
const near = altAboveTerrain < 2.0 ? 0.5 : Math.max(altAboveTerrain * 0.1, 0.5); // near nudged out 0.05->0.25 (user 2026-06-14 'improve on-ground'): more z-precision on the deck
|
|
801
801
|
// FAR PLANE: horizon distance tracks the visible ground edge; blends toward camDist
|
|
802
802
|
// above 500km for orbital views so the full planet is visible.
|
|
803
803
|
const _fBlend = Math.min(1.0, Math.max(0.0, (alt - 500000.0) / 4500000.0));
|
|
@@ -835,14 +835,14 @@ export async function initMapspinnerRender(gl, opts = {}) {
|
|
|
835
835
|
// out fall beyond the far plane and vanish. Dropping the horizon reference radius 500m below sea level
|
|
836
836
|
// extends the horizon to tens of km at low altitude so near-shore relief stays in view (negligible
|
|
837
837
|
// depth-precision cost: 500m vs R~6.37e6). Both the cull and the draw use this (single source).
|
|
838
|
-
const RHORIZON = R -
|
|
838
|
+
const RHORIZON = R - 150.0; // far brought in 500->250 (user 2026-06-14 'bring far plane in a bit'): deck horizon ~80km->~56km = more z-precision; still clears coastal mountains
|
|
839
839
|
// UNDERWATER FAR-PLANE FIX (user 2026-06-14 'at -214m visible, at -500m it disappears'): when the
|
|
840
840
|
// camera is more than 500m below sea level, camDist < RHORIZON so the sea-level horizon is imaginary
|
|
841
841
|
// (-> 0) and alt is negative; the old max(horizon, alt*8) then collapsed the far plane to ~0 and the
|
|
842
842
|
// whole scene vanished past -500m deep (= the 'ocean looks shallow/empty' when exploring). Floor the
|
|
843
843
|
// far reach to 60km when submerged so the seabed + the underwater view stay visible.
|
|
844
844
|
const horizon = (camDist > RHORIZON) ? Math.sqrt(camDist*camDist - RHORIZON*RHORIZON) : 60000.0;
|
|
845
|
-
const near = altAboveTerrain < 2.0 ? 0.
|
|
845
|
+
const near = altAboveTerrain < 2.0 ? 0.5 : Math.max(altAboveTerrain * 0.1, 0.5); // near nudged out 0.05->0.25 (user 2026-06-14 'improve on-ground'): more z-precision on the deck
|
|
846
846
|
const _fBlend = Math.min(1.0, Math.max(0.0, (alt - 500000.0) / 4500000.0));
|
|
847
847
|
const farGround = Math.max(horizon, alt * 8.0);
|
|
848
848
|
const far = farGround * (1.0 - _fBlend) + camDist * _fBlend;
|