PROCITY/docs
m3ultra 2a923b61e6 Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1
The Vuntra window trick — a passing pedestrian sees a plausible room through the shop glass with real
parallax, no geometry. One shared ShaderMaterial does single-cube interior mapping on the existing
window mesh (back wall + seeded shelves + side walls + floor/ceiling); per-shop variation via
aTangent/aTint/aSeed attributes, still 1 window draw/chunk. §3.5 held via the shared uHour/uNight +
aHours: night → open room glows warm, closed room dark.

v2 prime law: WINMAP is read from the URL in buildings.js (self-contained — no index.html seam; F
just needs a flags-table row). Flag-OFF byte-identical to v1 (windowQuad → v1 hoursQuad, v1
windowMaterial). Proven: flag-off windows MeshStandardMaterial w/ no winmap attrs; flag-on interior
ShaderMaterial; worst view 122-168 draws (<=300); 100% procedural (0 fetch delta vs ?noassets
baseline); 0 console errors; GOLDEN.hash untouched. Screenshots in docs/shots/laneB/winmap_*.

qa.sh --strict GREEN (4/4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:00:57 +10:00
..
LANES Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1 2026-07-14 21:00:57 +10:00
shots Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1 2026-07-14 21:00:57 +10:00
A-progress.md Lane A round 4: harden openLate contract (hours>=22 ⟺ openLate == the video), confirm F2 2026-07-14 18:26:30 +10:00
CITY_SPEC.md Lane A round 3: verify F finding #5 (storeys) stale, harden selfcheck + document corner-anchor rule 2026-07-14 15:52:30 +10:00
RESEARCH.md PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +10:00
V2_IDEAS.md Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00