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fix glinting on windows and striping
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+19
-12
@@ -130,14 +130,18 @@
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at any angle, in free-roam and staged battles alike, with no geometry
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work.
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By day a thin diagonal glint crosses the panes WHILE THE VIEW MOVES: the
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sweep's phase is fed by the camera's own travel and its strength fades out
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within a beat of standing still -- a reflection is something the viewpoint
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does, so still camera means still glass. It lifts the texels toward
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sky-white and leaves the diagonal shine art visible through it. The mask
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is consulted only by meshes textured from the tileset atlas
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(Voxel3D.glass), never by sprite sheets, whose coordinates would land on
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the panes' atlas positions by accident.
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By day a thin glint crosses the panes WHILE THE VIEW MOVES: the sweep's
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phase is fed by the camera's own travel and its strength fades out within
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a beat of standing still -- a reflection is something the viewpoint does,
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so still camera means still glass. The sweep pattern lives in the pane's
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OWN texels, not the screen's: a screen-anchored pattern has the world
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sliding through it at zoom speed whenever the camera pans, which strobed
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(worst walking against the sweep); anchored to the glass, panning moves
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nothing and a step advances the glint a fraction of a texel, the same in
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every direction. It lifts the texels toward sky-white and leaves the
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shine art visible through it. The mask is consulted only by meshes
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textured from the tileset atlas (Voxel3D.glass), never by sprite sheets,
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whose coordinates would land on the panes' atlas positions by accident.
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After dark the panes are LIT: the texel's own pattern carried into a warm
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lamp colour, replacing the shaded answer entirely -- a lit window ignores
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the sun, every shadow and the hour's tint, exactly as a window with a lamp
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@@ -202,10 +206,13 @@
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own ray (`ShadowMap.snug`): moving along the ray changes nothing about
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where a shadow falls, but storing the card shallower takes three quarters
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of the forgiveness back for the shadow it throws -- and for nothing else:
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no terrain moved, so the acne margin is untouched where it matters, and
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the quarter left keeps the card off the float-equality knife edge against
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its own stored depth. The shadow root lands back under the feet at every
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hour.
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no terrain moved, so the acne margin is untouched where it matters. The
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obligation that comes with it: every snugged caster's LIT draw hands the
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same snugged transform to its own shadow lookup (Voxel3D.draw's
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`sunModel`), so stored and lookup agree exactly and the compare keeps its
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full margin -- read un-snugged, the missing nine tenths showed up as
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diagonal moire bands crawling across every sprite. The shadow root lands
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back under the feet at every hour.
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### Changed
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