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LAYER SHADOWS WORKING (ralph-tested 26.7% pixel delta): PCSS+softTransparentShadow rendered NO shadows in this scene; plain PCF medium does. Root cause of 5 rounds of 'still no layer shadows'

John Lauer ·df90498216 ·3mo ago ·parent 37a7433
3 files changed +16−8
package.json+1−1
@@ -2,7 +2,7 @@   "slug": "bq25792-charger",   "title": "BQ25792 Charger",   "type": "component",-  "version": "0.1.75",+  "version": "0.1.76",   "description": "BQ25792 Charger - buck-boost 1S-4S battery charger board by Adonis, with real 3D copper traces and measured stackup.",   "tags": [     "hardware"
page.json+10−3
@@ -4,9 +4,16 @@   "slug": "bq25792-charger",   "title": "BQ25792 Charger",   "brief": "Buck-boost 1S-4S battery charger board (TI BQ25792) with 14 Adom machine pins, by Adonis",-  "version": "0.1.75",+  "version": "0.1.76",   "tags": [-    "hardware"+    "adom",+    "adom-modular",+    "component",+    "charger",+    "battery",+    "bq25792",+    "power",+    "usb-c"   ],   "license": "proprietary",   "component": {@@ -49,7 +56,7 @@     "email": "[email protected]"   },   "visibility": "public",-  "description": "BQ25792 Charger - buck-boost 1S-4S battery charger board by Adonis, with real 3D copper traces and measured stackup.",+  "description": "BQ25792 Charger - a buck-boost 1S-4S battery charger board (Texas Instruments BQ25792) designed by Adonis in Fusion 360, with 14 Adom machine pins for the modular stack. Interactive colored 3D model, schematic and layout views.",   "dependencies": {},   "files": [     "README.md",
readme.html+5−4
@@ -394,11 +394,12 @@ exported bodies + design rules.</p>       if("angle" in SHADOW_LIGHT) SHADOW_LIGHT.angle=0.45;       try{         SHADOW_GEN.forceBackFacesOnly=false;                       // thin quads/planes must cast-        SHADOW_GEN.usePercentageCloserFiltering=false;-        SHADOW_GEN.useContactHardeningShadow=true;                 // PCSS: crisp near contact, soft with distance-        SHADOW_GEN.contactHardeningLightSizeUVRatio=0.08;+        // PCF, NOT PCSS: useContactHardeningShadow + enableSoftTransparentShadow render NO+        // shadows at all in this scene (ralph-tested: 0.0% pixel change; plain PCF = 26.7%).+        SHADOW_GEN.usePercentageCloserFiltering=true;+        SHADOW_GEN.filteringQuality=B().ShadowGenerator.QUALITY_MEDIUM;  // medium = softer edges than HIGH+        SHADOW_GEN.useContactHardeningShadow=false;         SHADOW_GEN.transparencyShadow=true;                        // translucent layers cast their ARTWORK, not solid slabs-        SHADOW_GEN.enableSoftTransparentShadow=true;       }catch(e){}     }else{       // fallback: build a PCF spot matching the bundle's recipe