Commit Graph
6 Commits
Author SHA1 Message Date
German Khokhlov 05b646daa3 Unsubscribe removed Navara effects and models from warm view frames 2026-11-03 05:16:20 +04:00
German Khokhlov 14f7b32537 Release Navara overlay targets and sprite images on repeated globe switches 2026-11-03 05:04:38 +04:00
German Khokhlov 8328aab779 fix(navara): batch contours and order ground overlays
Batch consecutive disjoint installation outlines to avoid three stencil draws
per feature. Preserve overlapping volumes, material order and local precision.
Delete the public effect handle correctly during teardown.

Keep imagery below ground classifications and glyphs in every activation order,
including minimal mode without tone mapping. Exclude fully offscreen ground
volumes from the screen candidate grid.

Full unit/allocation, boundaries, formatting and keyless builds pass. Browser
checks cover contour coverage, bounded colour differences, a missing-contour
negative control, real pass order, sprite alpha and FIRMS glows. Whole-wave
performance acceptance remains separate from this implementation checkpoint.
2026-10-29 20:27:24 +04:00
German Khokhlov 5dd05a4a81 feat(firms): add Navara renderer checkpoint 2026-10-28 09:36:50 +04:00
German Khokhlov 0600964249 Complete phase 3 W1 acceptance and close T16 findings
Fix Navara model display tint, overlay ordering, follow gestures and resource cleanup.
Reduce repeated aircraft work and correct fixture enrichment responses.
Strengthen dev/preview QA, preserve failure history and document verified W1 results.

Validation: 7171 ordinary tests pass, one Windows-only skip; 15 allocation probes;
37 W1 acceptance steps; contracts, shell, four performance gates; 18 identical
Cesium baseline PNGs. Known pre-existing CCTV and live-source limits are recorded.
2026-10-26 23:23:25 +04:00
German Khokhlov e804351205 fix(globe): Navara sprites, points and lines drawn after tone mapping
Review of Tasks 2–3: on Navara the overlays went through the look's
tone mapping and grading (magenta came out as 247/40/228, green as
147/228/89 in the cinematic look), where Cesium draws billboards and
polylines in the colours asked for.

src/globe/navara/overlay.js: a public Navara EffectDesc (gevOverlay)
inserted after toneMapping and before the gev sharpening, SMAA/FXAA and
final, whose pass renders one three scene over the tone-mapped input
buffer (in Navara's own Pass wrapper: Navara inserts a bare pass only
when it is an instance of its own postprocessing copy); it costs nothing
while the scene is empty. The chain has no depth buffer, so each overlay
material tests the scene depth itself (overlayDepth.js): its log depth
against Navara's MRT depth (RGBA packed), modes always / normal /
depth-fail, disableWithinM as a per-vertex escape. Sprites and points
(moverMesh.js) and line ribbons (lineMesh.js) live in that scene with
their per-frame work as overlay hooks; models stay Navara meshes, lit
and graded like the tiles. The sharpening now sits after the overlay
(Cesium's sharpen stage sharpens billboards too).

Also (review): Navara pixel dashes are measured in CSS pixels
(gl_FragCoord over uGevPixelRatio), and the line viewport uniform is
updated in place.

Measured: a magenta sprite draws 255/0/255. The contract suite's colour
checks are now within 40 of the asked colour on every channel on both
engines (were: dominant channels); Cesium 68/68, Navara 74/74 (its
sharpen-order check accepts the overlay between tone mapping and the
sharpening). Shell: cesium 23/23, cross 4/4; navara 23/25 — the two map
stack pictures from space fail on stddev 7.2/7.6 against 8, as on the
Task 3 commit run at the same hour (the cinematic sun follows the clock
into night over the reset view), not from this change.
2026-10-16 19:04:57 +04:00