Commit Graph
3 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 fcafdb06de The painted ground actually loads: floor and ceiling join MATERIALS
The loader walks MATERIALS to swap painted files over the procedural
bakes, and the two ground planes were never added to it — so floor.png
and ceiling.png sat served-but-unread while the renderer kept its own
flagstones. Eight materials in the list now, all eight paintable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 14:07:07 -04:00
Eric WagonerandClaude Fable 5 0f01f8c356 The ground gets cast: per-pixel floor and ceiling, both paintable
True floor-casting replaces the gradients and the projected seam lines:
every screen row lies at one depth, walked with a constant world-space
step and sampled from floor.png underfoot and ceiling.png overhead —
each maze cell wearing exactly one tile, so the artist's border IS the
cell seam. Distance shade and fog fold into the same per-pixel pass,
pixel buffers cache per texture (re-read when a painted file lands),
and the whole frame still clears 60fps with room to spare. Flagstones
and dark slabs ship as the starter files beside the other masonry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 13:05:46 -04:00
Eric WagonerandClaude Fable 5 fb89d752ae The masonry becomes files: first-person textures join the paintable art
The six materials move out of the renderer into public/textures/*.png —
repaint any of them (any size; the sampler reads each file's own scale)
and refresh, exactly as the token SVGs work. fpv/textures.ts keeps the
procedural bake as the shipped default and the stand-in while files
load, and the /?tokens gallery grows a masonry section showing the set
beside the tokens they will someday match.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 12:48:58 -04:00