rayzee 7.28.0 → 7.28.2
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/README.md +2 -0
- package/dist/rayzee.es.js +2398 -2389
- package/dist/rayzee.umd.js +32 -32
- package/package.json +1 -1
- package/src/EngineDefaults.js +1 -1
- package/src/PathTracerApp.js +3 -0
- package/src/Processor/AssetLoader.js +24 -12
- package/src/Processor/QueueManager.js +9 -3
- package/src/Stages/PathTracer.js +20 -18
- package/src/TSL/CompactKernel.js +16 -3
- package/src/TSL/EmissiveSampling.js +5 -5
- package/src/TSL/LightsDirect.js +5 -10
- package/src/TSL/LightsSampling.js +154 -150
- package/src/TSL/ShadeKernel.js +18 -10
package/README.md
CHANGED
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@@ -464,6 +464,8 @@ engine.lightManager.sync() // Re-upload light data to GPU
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engine.lightManager.showHelpers(true) // Toggle visual helpers
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```
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Light `intensity` follows Blender: radiant power in watts for point, spot and area lights, irradiance in W/m² for directional. Dividing power by area only means something in metres, so the engine assumes **one world unit is one metre**; scenes authored in cm or mm must carry that scale in their node transforms, as glTF exporters do. glTF `RectAreaLightPlaceholder` nodes author `intensity` as three.js radiance (their `power` field is `intensity · width · height · π`); the importer converts it to power through the light's world area so the authored radiance is reproduced exactly, then applies the profile's `areaLightIntensityScale`.
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### engine.animationManager
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GLTF animation playback controls.
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