fix: pass alphaClip to scatter pass instead of hardcoding 1/255#8564
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mvaligursky merged 1 commit intomainfrom Mar 31, 2026
Merged
fix: pass alphaClip to scatter pass instead of hardcoding 1/255#8564mvaligursky merged 1 commit intomainfrom
mvaligursky merged 1 commit intomainfrom
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The scatter pass hardcoded alphaClip to 1/255 for radius computation while the tile count pass used the actual uniform value. In pick mode (alphaClip=0.3), this caused scatter to use a wider radius than tile count, potentially overflowing tile allocations and silently dropping splat assignments near tile boundaries. Made-with: Cursor
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Fixes a mismatch between the tile count and scatter passes where the scatter shader hardcoded
alphaClipto1.0/255.0while the tile count pass used the actual uniform value.Changes:
alphaClipuniform to the scatter shader, replacing the hardcoded1.0 / 255.0incomputeSplatTileEvalalphaClipvalue from JS to both tile count and scatter passesIn pick mode (
alphaClip = 0.3), tile count computed a tighter radius (fewer tiles) while scatter used1/255producing a wider radius (more tiles). This caused scatter to try assigning splats to tiles with insufficient allocated capacity, silently dropping assignments near tile boundaries via the bounds check.