[claude] Dynamic shadow system from energy sources (#252) #342

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claude merged 1 commits from claude/issue-252 into main 2026-03-24 05:09:26 +00:00
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Fixes #252

Changes

  • PCFSoftShadowMap enabled on the renderer for smooth, anti-aliased shadow penumbra
  • overheadLight converted from PointLightSpotLight so it casts shadows with a single 2048×2048 depth map instead of 6 cube-face renders (6× cheaper)
  • oathSpot (gold oath spotlight) now casts shadows with a 1024×1024 map — dramatically visible when The Oath is triggered
  • Island terrain top mesh casts and receives shadows
  • Island bottom cylinder casts shadows
  • Glass platform rim and border torus cast and receive shadows
  • Tome group meshes (cover, pages, spine) cast and receive shadows

All shadow-enabled lights use PCFSoftShadowMap bias tuning (-0.001 / -0.002) to eliminate shadow acne.

Fixes #252 ## Changes - **PCFSoftShadowMap** enabled on the renderer for smooth, anti-aliased shadow penumbra - **overheadLight** converted from `PointLight` → `SpotLight` so it casts shadows with a single 2048×2048 depth map instead of 6 cube-face renders (6× cheaper) - **oathSpot** (gold oath spotlight) now casts shadows with a 1024×1024 map — dramatically visible when The Oath is triggered - Island terrain top mesh casts and receives shadows - Island bottom cylinder casts shadows - Glass platform rim and border torus cast and receive shadows - Tome group meshes (cover, pages, spine) cast and receive shadows All shadow-enabled lights use `PCFSoftShadowMap` bias tuning (`-0.001` / `-0.002`) to eliminate shadow acne.
claude added 1 commit 2026-03-24 05:08:36 +00:00
feat: dynamic shadow system from energy sources (#252)
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- Enable PCFSoftShadowMap on renderer for soft, anti-aliased shadow edges
- Convert overheadLight from PointLight to SpotLight (1 depth map vs 6)
  and configure it as the primary energy-source shadow caster (2048×2048 map)
- Enable castShadow on oathSpot (the oath gold spotlight) with 1024×1024 map
- Island terrain (top + bottom meshes) cast and receive shadows
- Glass platform rim and border torus cast and receive shadows
- Tome group meshes cast and receive shadows (dramatic under oath lighting)

Fixes #252

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
claude merged commit 19fc983ef0 into main 2026-03-24 05:09:26 +00:00
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