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Aura3D 4.0.8
Pre-release
Pre-release
Superseded. This version is deprecated. Upgrade to Aura3D 4.7.10.
Fixes found by taking the eleven Crayon ports through the production build and a real browser.
- Fix:
material.customshaders now receive realu_viewMatrix/u_projectionMatrixon the app path. They were identity matrices, so view-space effects (a headlight beam, view-dependent fog, billboards) drew nothing. The camera now supplies view and projection alongside the view-projection matrix. Cube-camera and mirror passes still hand custom shaders the bare view-projection. - Fix: self-registering
agent-apimodules (instancedMeshand similar) are no longer tree-shaken out of production bundles. AsideEffectsallowlist dropped them, so instanced scenes drew nothing in a built app while working in dev. - Fix:
material.customno longer silently skips a draw when a declared vertex attribute is unused. The GL compiler drops an attribute the shader never reads; binding now warnsCUSTOM_ATTRIBUTE_UNUSEDand draws. A missinga_positionstill fails loudly. - New:
#include <colorspace_decode>formaterial.customdefinesa3dSrgbToLinear(vec3|vec4). A custom shader writes linear light that the output stage sRGB-encodes (and the default ACES operator tones down), so the visible colour was not the authored hex;docs/api/public-api.mdnow says so. To get authored colours, include the chunk, wrap the output ina3dSrgbToLinearand setoutput: { toneMapping: "none" }. The default is unchanged. - Known, not reproduced: a report that sun
shadow: truerendered one large instanced/skinned scene fully shadowed could not be reproduced on a minimal scene (tests/browser/shadow-large-scene.spec.tsguards the simple case); the Ninja Runner port ships with sun shadows off. - Tooling and examples (not published packages): strict live-port gameplay smoke with render checks, the port page generator, the look-spec extractor, and the art-fidelity pass over the eleven ports (per-game results and remaining gaps in
docs/workflows/threejs-parity-gaps.md).