mapspinner 0.1.8 → 0.1.10
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package/package.json
CHANGED
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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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500
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-
const LOD_STEP =
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500
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const LOD_STEP = 8.0; // push ALL LODs out TWO steps: compensates for maxLevel 13->12 and steeper far falloff, targets ~600 quads deck
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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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@@ -94,7 +94,7 @@ export class Quadtree {
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const near = Math.max(this._camAlt * 6.0, horizon * 0.9, 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) /
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const fall = 1.0 / (1.0 + Math.max(0.0, latC - near) / near);
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// ALTITUDE-DETAIL-GRADIENT-SWAP (user: 'above fps height, swap more near detail for far detail so the
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// higher we get the less of a detail gradient there is to the land center'). The far-coarsening floor
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// is normally 0.5 (far quads split at half the near rate = a radial detail gradient around the
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@@ -104,7 +104,7 @@ export class Quadtree {
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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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const fpsAltM = this.fpsAltM || 5000.0;
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const aboveFps = Math.min(1.0, Math.max(0.0, (this._camAlt - fpsAltM) / (fpsAltM * 8.0))); // 0 at fps height -> 1 by ~45km
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-
const floor = 0.
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+
const floor = 0.25 + 0.75 * (aboveFps * aboveFps * (3 - 2 * aboveFps)); // 0.25 (fps deck) -> 1.0 (high alt, flat gradient)
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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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@@ -37,7 +37,7 @@ const DEFAULTS = {
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bcLowland: [0.20,0.34,0.15], bcGrass: [0.26,0.40,0.17], bcRock: [0.52,0.43,0.34], // bcRock -> a clearly WARMER TAN-GREY (R>G>B) so it reads as ROCK when lit, not olive-green (the [0.46,0.42,0.37] near-grey read green next to the biome). state.biome OVERRIDES gl-render defaults via window.__gen.
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bcSnow: [0.92,0.94,0.97],
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bandEdgesLo: [150.0,1200.0], bandEdgesHi: [3500.0,6500.0], snowEdges: [6000.0,8500.0], // 8000/10500->6000/8500 (user 2026-06-11 'snowy mountains disappeared' -- see gl-render snowEdges note) // snowEdges 5200/7000->8000/10500 (user 2026-06-10 'entire terrain white': the rock-by-height fix unmasked snow gates tuned pre-4x; full snow from 5.2km whitened the 11.6km massifs; coldSnow onset = snowEdges.x*0.5 follows) // bandEdgesHi 1600/3200->3500/6500 (user 2026-06-10 'rockface everywhere'): tuned on the pre-4x terrain; with 11.6km peaks everything above 3200m read rock BY HEIGHT alone -- rescale the treeline to the new elevation range
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-
seaDepthM: 3000.0, slopeRock: [0.
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seaDepthM: 3000.0, slopeRock: [-0.1,0.1], // [-0.1,0.1] USER-SET 2026-06-12
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},
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// REAL-WORLD LOOK overhaul (terraformable lighting/shading levers; applyShaderGlobals sets window
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// globals; gl-render reads them via _g()). Beer-Lambert ocean, biome sat, mottle, sky-fill relief,
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