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Aura3D 4.0.6

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@gchahal1982 gchahal1982 released this 24 Oct 19:46
· 3037 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 4.7.10.

  • Fix: texture2d uniforms on material.custom and material.node now bind the real authored texture. In 4.0.5 a texture.* handle passed as a texture2d uniform (and therefore tsl.texture(...)) was lowered to a non-required binding, so the shader sampled the white fallback. Handles, raw textures (including createRenderTarget colour attachments) and texture asset refs now resolve to real textures and bind with their own sampler state; needsUpdate re-uploads without a program rebuild and setUniform(name, newHandle) swaps the texture. A uniform with no texture still samples white and is now reported as CUSTOM_TEXTURE_UNBOUND. Limits: a handle's repeat, offset and rotation are not applied (custom shaders receive raw UVs), and asset refs bind after mount, for primitive nodes only (model(...) nodes keep the fallback).
  • Verification: material.node was run on a remote software-WebGL2 runner (SwiftShader, not a hardware GPU): constant colour, uniform + setUniform with no program growth, time-driven graphs, positionNode displacement, Fn/If/Loop graphs against the JS interpreter, the unsupported-node error, and authored-texel sampling all pass.
  • Note: the TSL time node is wall-clock (performance.now() when each frame graph is built), not app.step(dt) time, so stepped runs do not give a deterministic time phase.