The far-plane comment said z = w (the code puts z just under w), the Milky
Way constant is a brightness, not an opacity, and the CDS acknowledgement
lives in the Data attribution popover, not DATA_SOURCES.md.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Scene reads skyBox._cubeMap as the environment map that lights models, in
the TEME, flipY layout of Cesium's own sky box; the ICRF Milky Way would
light them rotated. Rename the field so models keep Cesium's default.
Test the anime fade on a real StarrySky and that the viewer gets the sky
as an option (skyBox: false would drop the Sun and Moon). Correct three
comments on the star limit and the Milky Way levels.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- Pass the custom sky box to the Viewer instead of `skyBox: false`, which
also stopped CesiumWidget from creating the Sun and the Moon. Guarded by
scripts/qa-sky-sun-moon.mjs.
- Outside the IAU 2006 tables (before 1975, after ~2050) the preload
resolves without data; remember that span and stay on TEME instead of
preloading and rendering every frame.
- The anime style no longer cel-shades the far plane, where four bands
turned the faint Milky Way into blotches.
- Paint the planets out after the star-removing opening and with the
ring median, so no brighter plateau is left; faces rebuilt.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Cesium's default Tycho-2 sky box is six 1024² JPEGs stretched 3–6× around
the whole-globe view, so space read as an over-compressed JPEG (HAL-627).
The scene now draws its own sky in the Scene#skyBox slot: the 9,096 stars
of the Yale Bright Star Catalogue as point sprites sized in CSS pixels
(magnitude → width and opacity, B−V → colour), over a soft, star-free
Milky Way cube map built from ESO/S. Brunier's panorama (CC BY 4.0). Both
layers share one ICRF→Earth-fixed rotation at the scene clock, with the
TEME rotation filling in until Cesium's IAU 2006 tables load.
Assets total 482 KB, built by scripts/build-bright-stars.mjs and
scripts/build-milky-way.mjs. Frame time and the idle render governor are
unchanged.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
iPad and iPhone show "An error occurred while rendering. Rendering has
stopped." on load. Cesium's AtmosphereStageVS calls
czm_computeGroundAtmosphereScattering with its `out` parameters bound
directly to varyings:
czm_computeGroundAtmosphereScattering(
v_positionWC, lightDirection,
v_atmosphereRayleighColor, v_atmosphereMieColor,
v_atmosphereOpacity);
ANGLE's Metal backend wraps each `out` argument in an ANGLE_out(...)
helper taking `thread T &`, but vertex-output members live in
`__metal_generic` and cannot bind to `thread`, so the program fails to
LINK and Cesium tears down the render loop.
This is the only shader in Cesium that binds varyings to `out` params --
SkyAtmosphere (czm_computeScattering) and the ground-atmosphere fragment
path both route through locals, so they are unaffected and stay on.
ModelSceneGraph.configurePipeline attaches the stage under a single
condition, `fog.enabled && fog.renderable`, so clearing `fog.renderable`
keeps the broken program from ever being built.
`renderable` rather than `enabled` is deliberate: Fog.update returns
early when `enabled` is false and forfeits the density that drives 3D
Tiles screen-space-error scaling, and visualSettings saves/restores
`fog.enabled` around IR boost, which would resurrect the broken shader
mid-session.
Detection is a WebGL2 link probe of the same out-param/varying pattern,
so a future driver fix silently restores the effect with no code change,
OR'd with iOS/iPadOS platform detection as a backstop for when no probe
context can be created. iPadOS desktop mode is identified by the
Macintosh UA token plus maxTouchPoints > 1, since real Macs report zero
and navigator.platform is deprecated.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01HoRD3yHVgfTHeikTmsUoHf