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…ersion qualifiers
…nd render target mipmaps
… in GLSL / WGSL tabs
…tegory Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… at lights-and-shadows Adds a Shadow Bounds section to the Shadows page for LightComponent#shadowBounds, and updates the example links of the light and shadow examples, which moved from graphics to lights-and-shadows in the examples browser. Japanese translations updated to match.
Explains physical render and compute passes and the frame graph, and documents the engine's frame passes: the pass classes and their lifecycle, camera passes, RenderPass, RenderPassShaderQuad, RenderPassForward and ComputePass. The CameraFrame custom render passes page is folded into it, with a redirect to Camera Passes.
Replaces the compose shader and extending CameraFrame pages with two pages on CameraFrameEffect: Custom Effects covers the composition and its compose slots, the built-in effects with their ids, slots and order, writing, registering and parameterizing an effect, debug views, chunk overrides and effect scripts for the Editor. Effects with Passes covers the stages of the camera frame, the frame resources, creating and rebuilding passes, per-frame values and resolving the scene. Lens Flare and Dynamic Sky get pages of their own. The camera frame overview lists the effects added since, and its Custom Post Processing section points to the new pages and to Camera Passes, in English and Japanese. The removed pages redirect to their replacements, and the sidebar and the Engine LLM index link the new pages.
The sky and the flat clouds render for each XR view, while the volumetric clouds render once for the view of the camera and streak where the view of an eye extends past it. Add an XR section recommending the flat clouds in XR, and narrow the limitation to the volumetric clouds.
…panese Adds Japanese versions of the Frame Graph section and of the Custom Effects, Effects with Passes, Lens Flare, Dynamic Sky and Auto Exposure pages, with the headings keeping their English anchors so links into them resolve. Brings the Japanese camera frame overview and HDR Rendering pages up to date with the TAA upscaling, SMAA, debug view and effect script sections, and labels the Frame Graph and Render Passes sidebar categories.
…cument the Inspector's Performance tab
The engine now has a dynamicSkyEffect script, from dynamic-sky.mjs. Add a section on it to the Dynamic Sky page, with a script of your own animating the time of day, list it in the effect scripts of the HDR Rendering page, and drop the note that the dynamic sky has no Editor script, in English and Japanese.
…English and Japanese
Mark the legacy script-based post effects as deprecated on the post effects landing page, the legacy index, the six effect pages and the four tutorials built on them, in English and Japanese. The legacy index gets a table of the CameraFrame replacement for each legacy script.
…paths [Merge after engine 2.24 release] Point CameraFrame example embeds at the camera-frame category
[Merge after engine 2.24 release] Document devicerestorefailed for a failed device recovery
[Merge after engine 2.24 release] Document compute shader access to the scene depth and color maps
…ads-docs [Merge after engine 2.24 release] Document dispatching compute shaders for a number of threads
[Merge after engine 2.24 release] Document planar reflections on the Environment Lighting page
…-docs [Merge after engine 2.24 release] Deprecate the legacy post effects
Picks up CI on pull requests to every branch (#1325).
Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
…PIs (#1329) engine#9937 renames MeshInstance#castShadow/receiveShadow to castShadows/receiveShadows, AnimComponent#findAnimationLayer to findLayer and PIXELFORMAT_111110F to PIXELFORMAT_RG11B10F, keeping the old names as deprecated aliases. Use the new names in the manual, en and ja, and link receiveShadows, which the API reference now documents. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
…1331) The Camera Controls page gets a Mouse Buttons section covering the actions of the left, middle and right buttons, reserving a button for the application, and dragging the ground like a map with groundPan. The page and the three first-app tutorials said the right button pans, but the middle button pans and the right button looks. Japanese pages are updated alongside. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
…1328) Documents the mipmap filters and the planar reflection changes of playcanvas/engine#9932, in English and Japanese: the Gaussian mipmaps of the planar renderer and its TAA jitter, the mipmaps of the scene color map, and the mipmapFilter option of render target textures. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
* Add an Add-on Libraries section to the engine manual A new Add-on Libraries section under PlayCanvas Engine collects the libraries used alongside the engine: an overview page, and a page each for Spine, 3D Tiles with 3DTilesRendererJS, tweening with playcanvas-tween, and loaders.gl. The Spine page moves here from 2D, which keeps a link to it. The tweening tutorial moves here as the Tween page, updated for the UMD and ESM builds of playcanvas-tween. The old URLs redirect to the new pages. Japanese pages are updated alongside. * List the Add-on Libraries pages in the engine llms index The index linked the Spine page at its old 2D URL, which the llms plugin rejects, and did not list the new pages. A new Add-on libraries section lists the overview and its four pages, with Spine moved there from Animation. --------- Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
…ry split (#1334) Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
The SOG format spec now covers versions 2 and 3, both supported, with a table of the differences and the version-specific parts marked: the exponential-map orientation, squared opacity up to 1.5625, a 4th SH band, 24-bit palette labels and per-gaussian blind data. The Work Buffer Format page shows how a copy modifier reads blind fields through getBlind_<name>() and SOG_BLIND_<name>, with the Blind Data example, and Streamed SOG notes that chunks may be either version. English and Japanese. Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
The SOG page now specifies version 3 in full: the exponential-map rotations, opacity as a (b / 204)² byte up to 1.5625 and the opaque-core profile renderers draw it with, 4 SH bands and 24-bit palette labels with the SH basis and evaluation, typed blind fields packed in order with the shader-name rules, how renderers treat antialiased scenes, the color space and coordinate frame, and the version 3 `extras` and `comments`. Version 2 moves to its own page. It fixes the 1-band palette width (192, not 96) and links blind data to Reading SOG Blind Data and antialiased scenes to Anti-Aliasing. Streamed SOG gains `comments` and marks LOD errors as legacy, the SplatTransform CLI reference covers the new SOG and rendering options, and the PLY and Anti-Aliasing pages give Postshot's real anti-aliasing comment, `postshot.anti_aliasing=1` (English and Japanese). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Japanese SOG page now follows the English version 3 spec, with English anchors on every heading so links resolve in both languages, and version 2 gets its own Japanese page. The Japanese Streamed SOG page and SplatTransform CLI reference gain the same changes as the English ones. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Anti-Aliasing page now gives `antiAliasFilterSize`'s default as 0.1, Mip-Splatting's filter, which Brush, LichtFeld Studio and Spirula train with, and its example sets 0.3 for gsplat's anti-aliased mode. The SOG spec gives 0.1 as the default in both PlayCanvas and SplatTransform. English and Japanese. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ault Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… 4 in --filter-harmonics Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Builds on #1335 with the full SOG version 3 spec as it now stands in SplatTransform's v3 writer and the engine, and moves version 2 to its own page. Keeps #1335's Reading SOG Blind Data section and the Anti-Aliasing page, and links to them from the spec.
SOG spec (version 3):
opacity_excessconversion rulemodel(§3.8): how renderers should treat antialiased scenes (training filter instead of the dilation, opacity factor applied before the over-unity profile) and 2DGSextras(§4) andcomments(§5), both new in version 3sog-v2.md), added to the sidebarOther pages:
extrasandcomments(only with version 3 chunks),modelreaders prefer over the chunks', LOD errors marked as legacy--sog-version,--sog-blind,--sog-extras,--sh-palette-size),--no-compensation,--aa-filter-size, and comment pass-throughcomment postshot.anti_aliasing=1(checked against Postshot v1.0.110–v1.1.69 exports), notantialiased 1All of it in English and Japanese. Japanese headings carry their English anchors, so links resolve in both languages. A full build of both locales passes; the only broken-anchor warnings are two existing ones on unrelated Japanese pages.
Engine follow-ups:
isAntiAliasedinsrc/framework/parsers/ply.js) also looks forantialiased 1, so Postshot anti-aliased PLYs currently load without compensation. The fix is on slimbuck/enginefix-postshot-aa-flag, and should land before 2.24 ships so the PLY and Anti-Aliasing pages hold.antiAliasFilterSize's default as 0.1 (Mip-Splatting's filter); the engine default needs to change from 0.3 to match.#1335 noted that SplatTransform's v3 writer still wrote blind
offsetandmin/max: it now writes the layout specified here (fields in order,range).I confirm I have read the contributing guidelines.
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