Visual: replace spike clumps with luminous meadow grass#66
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Superseded by merged PR #72. The grass work was integrated with deterministic visual contracts and a constrained-WebGL repair that reduces active vertex attributes from 18 to 13. |
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Summary
This draft PR replaces the old sparse black spike clumps with bright, distributed meadow grass. It stays presentation-only and keeps the existing camera-local cache, shared ambient scheduler, interaction uniforms, and raycast/lifecycle boundaries intact.
Base and scope
f23643c0d07e91847cadd5445a294d965ad76e1c(currentmain, Alpha 0.3.11)fc95959d3c2128c267e535a6e6cffec5aaa692ffDefect diagnosis
The previous 5/4/3 crossed-ribbon crowns shared one local root, used tall/narrow biome ranges, multiplied muted tints by a dark material base, and scaled complete geometry to zero at the active-window edge. The result read as sparse black “nose hair” instead of ground cover.
Geometry and hard budgets
Patch roots are deterministic, distributed in the 0.08–0.46 local disk, planted away from the exact origin, and use independent blade yaw, lean, phase, stiffness, and height.
Density and colour
THREE.Colorinto linear storage.Material and wind contract
MeshStandardMaterial, opaque depth-writing material, DoubleSide, alpha hash, optional alpha-to-coverage only when the renderer reports MSAA.Validation
tsc -bvite buildResidual risks
Alpha-hash grain at low resolution, MSAA-dependent alpha coverage, extra variant draw calls, mobile thermal cost, Three r185 shader-hook drift, and no physical grass interaction remain explicit risks.