PROCITY/docs/shots
m3ultra a5e4b64a9d Lane D round-4: in-shell verify (D1) + decimated-ped validation (D2) + impostor tone-map fix (D3)
D1: peds+keepers upgrade placeholder->rig in the shell; 12 enter/exit shops leak-free
(renderer.info.memory back to exact baseline); determinism holds across reload; ?noassets
fully placeholder with zero ped fetches.

D2 (gate-3 critical path): validated Lane E's decimated fleet — all 19 peds <=3k tris
(1564-2805, avg 2450), rigs bind+animate (skinning/skeleton preserved), 0 broken meshes under
eviction churn, silhouettes+identity intact, atlas bakes clean. Near fleet ~59.6k tris at the
24-cap (was ~1.2M) — F clear to re-measure gate 3.

D3: fixed a real bug found only in-shell — the impostor self-tone-mapped (toneMapped:false +
in-shader ACES), correct on the direct-canvas test page but DOUBLE-tone-mapped under the shell's
EffectComposer/OutputPass. Reworked to a standard toneMapped:true material outputting linear via
three's own tonemapping/colorspace chunks, so it matches the near rigs on both render paths.
setExposure is now a no-op (exposure is global). Verified noon+night in-shell.

Only web/js/citizens/impostor.js changed (+ NOTES/progress/R4 shots).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:56:28 +10:00
..
before Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00
laneA Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check 2026-07-14 12:06:41 +10:00
laneB Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
laneC Lane C R4: hero props into rooms (arcade/booth/fridge/mixer/register) 2026-07-14 18:44:09 +10:00
laneD Lane D round-4: in-shell verify (D1) + decimated-ped validation (D2) + impostor tone-map fix (D3) 2026-07-14 18:56:28 +10:00
laneE Lane E round 4 (E1): decimate 19 ped rigs 924k→46k tris (≤3k each) for gate 3 2026-07-14 18:29:50 +10:00
references Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00
v1_tour Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes 2026-07-14 17:19:11 +10:00
contact.html Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes 2026-07-14 17:19:11 +10:00
README.md Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00

docs/shots — visual regression + devlog reference tree

Owned by Lane F (each lane also drops its own acceptance screenshots here).

docs/shots/
  laneA/   … A: 5 seeds rendered in map.html (spine, arcade, market, milkbars)
  laneB/   … B: 3 fixed street cameras (P-key shot harness)
  laneC/   … C: 9 types × 5 archetypes interior grid
  laneD/   … D: near / mid tiers + busy main street
  laneE/   … E: skin contact sheets (new skins vs originals)
  v1_tour/ … F: the 10 beauty shots (see tools/shots.py TOUR) — the devlog set
  before/  … F: last known-good capture, for side-by-side regression
  references/ … real-world reference photos named per shot (street_noon.jpg, arcade.png, …)
  contact.html … generated by tools/shots.py — this-run | before | reference

Capture (Lane F, once Lane B's shell + window.DBG hook land)

cd web && python3 -m http.server 8130            # terminal 1
python3 -m venv tools/.venv                        # once
tools/.venv/bin/pip install playwright
tools/.venv/bin/python -m playwright install chromium
tools/.venv/bin/python tools/shots.py v1_tour --seed 20261990   # terminal 2
open docs/shots/contact.html

Before a risky change, snapshot the good state into before/ (tools/.venv/bin/python tools/shots.py before), then re-run and eyeball contact.html.

The v1 tour list (LANE_F_INTEGRATION §Shots): main-street noon, arcade, market square, milkbar dusk, night neon, warehouse fringe, residential collar, record interior, opshop interior, busy crossroads. Adjust TOUR in tools/shots.py as the town evolves.