feat: remove regular skeleton layer check from rendering and improve visible chunk getting#148
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seankmartin merged 12 commits intofeature/edit-modefrom May 7, 2026
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also reuse float array for color
previously was used to avoid double rendering with visible segments
the previous version was leaving some logic in the draw method for filtering chunks. What should instead happen is that the FE filters to only the chunks to draw, and directly gives the chunks to draw to the draw method. The draw method early returns if no chunks, and otherwise just draws them all
afonsobspinto
requested changes
May 6, 2026
| } else { | ||
| gl.uniform1ui(shader.uniform("uUseSegmentDefaultColor"), 1); | ||
| gl.uniform3f( | ||
| gl.uniform3fv( |
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I'm getting an error here:
No overload matches this call.
The last overload gave the following error.
Argument of type 'number' is not assignable to parameter of type 'Float32List'.ts(2769)
lib.dom.d.ts(39668, 5): The last overload is declared here.
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I must have put a commit on a different branch sorry, should be just segmentDefaultColor here, not segmentDefaultColor[0], [1], [2]. Will fix
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Fixed in f714b04, I'll merge this as I'm guessing the rest is fine, but if I've assumed wrongly let me know and I'll revert the merge. Thanks for the review
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For now, no major changes, just a little bit clearer in shader binding and then order. Also adds some debug flags which add a little bit of complexity, but I think are worth overall. Other than that is in title.
Next steps to continue with cleaning and helping to debug:
areVisibleChunksReadyNext steps after that:
Worth checking #149 first as this adds new debug options