HardYards/web/world/models/tree_jacaranda_01_v1.glb
m3ultra 9ef0941ac4 factory: palette hexes reach the screen — sRGB->linear in hex_to_rgba, pinned
hex_to_rgba put sRGB fractions straight into Blender's LINEAR Base Color
socket, so baseColorFactor shipped linear-encoded-as-sRGB and three's
linear->sRGB display step made every surface one gamma step too light
and desaturated, on every asset, since Sprint 1. Measured: leaf_gum
#7C8F5E displayed #B9C5A3, bark_gum #BFB8A8 displayed #E0DDD4 (the
near-white gum trunk THREADS blamed on Blender's view transform).

Fixed at source with the exact IEC curve (alpha untouched — coverage,
not colour) and the whole factory rebuilt: ALL ASSETS PASS. e.test now
pins mat.color.getHexString(SRGBColorSpace) against the authored PAL hex
— factory intent vs what the runtime draws, the one comparison neither
end can fake. Mutation-checked red-then-green against the pre-fix GLB.
523/0/0, verified by eye in the running game before and after.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 21:26:26 +10:00

58 KiB