Fix movement-hall black walls and column clipping.
Cap shared hall lights (no per-painting spots) so MeshStandard walls stay within WebGL limits, tuck classical/neoclassical details into engaged corner pilasters, and document the light budget. Co-authored-by: Cursor <cursoragent@cursor.com>
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Cursor
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710d262516
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1853222e01
@@ -173,22 +173,16 @@ function SingleWindow({
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<meshBasicMaterial color="#ffffff" transparent opacity={0.25} toneMapped={false} />
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</mesh>
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{/* Daylight into room */}
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{/* One fill light per window — keep total scene lights well under WebGL limits. */}
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<spotLight
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position={[0, 0, 0.15]}
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angle={Math.min(1.2, (spec.width / Math.max(spec.height, 0.5)) * 0.55)}
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penumbra={0.95}
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intensity={spec.lightIntensity}
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intensity={spec.lightIntensity * Math.PI * 0.85}
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distance={14}
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decay={0}
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color={spec.lightColor}
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/>
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<pointLight
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position={[0, 0, 0.25]}
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intensity={spec.lightIntensity * 0.45}
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distance={10}
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color={glassColor}
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decay={2}
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/>
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</group>
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);
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}
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@@ -222,8 +216,9 @@ export function GalleryTrackLights({
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}) {
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const positions = useMemo(() => {
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const pts: [number, number, number][] = [];
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const cols = Math.max(2, Math.min(5, Math.floor(width / 4)));
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const rows = Math.max(1, Math.min(3, Math.floor(depth / 6)));
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// Cap fixtures so MeshStandard hall materials stay within WebGL light limits.
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const cols = Math.max(2, Math.min(3, Math.floor(width / 5)));
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const rows = Math.max(1, Math.min(2, Math.floor(depth / 8)));
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for (let c = 0; c < cols; c++) {
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for (let r = 0; r < rows; r++) {
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const x = -width / 2 + (width / (cols + 1)) * (c + 1);
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@@ -244,10 +239,11 @@ export function GalleryTrackLights({
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</mesh>
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<spotLight
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position={[0, -0.04, 0]}
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angle={0.55}
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penumbra={0.85}
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angle={0.7}
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penumbra={0.9}
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intensity={intensity}
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distance={8}
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distance={12}
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decay={0}
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color={color}
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/>
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</group>
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