- task-queue.hh: Use mutex fallback on MSVC (no GCC __atomic_* builtins)
- shape-to-mesh.hh: Use kPI/kPI_2 constants instead of M_PI/M_PI_2
- tinyexr_c_impl.c: Use Windows Interlocked functions for MSVC C mode
- unit-task-queue.cc: Fix lambda capture for MSVC
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Update _POSIX_C_SOURCE from 199309L to 200112L for vsnprintf/snprintf
- Silence unused parameter warning in serializePreviewSurfaceToJson
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add TextureLoadingManager class for queuing and progressive texture loading
- Add texture progress bar UI (bottom overlay with green theme)
- Modify buildSceneWithProgress to use delayed texture mode
- Scene renders immediately without textures, then textures load in background
- Support textureLoadingManager option in material conversion functions
- Update TinyUSDZMaterialX.js to support delayed loading for OpenPBR materials
- Textures load with concurrency control (2 at a time) and browser yields
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix lights disappearing from HDRI on refresh in envmap mode by using
lightData.enabled (user's intention) instead of threeLights.visible
(rendering state) for HDRI projection filtering
- Update toggleLight() to respect envmap mode - keep lights hidden for
rendering while still allowing on/off toggling for HDRI purposes
- Fix setLightingMode() to restore lights based on user's enabled state
when switching back to lights mode
- Fix SpotLight rotation gizmo position by resetting light.position to
(0,0,0) after creation (Three.js r146+ defaults to (0,1,0))
- Add getAttachTargetForLight() for proper transform control attachment
based on mode (translate/rotate/scale -> group, target -> target object)
- Add minHdriRadius (0.3) for HDRI projection to ensure lights are visible
- Improve light picking to skip disabled/invisible helpers
- Add drag state management to prevent picking different object after drag
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add envIntensityController to guiState for GUI updates
- Update Env Intensity display when loading DomeLight from USD
- Update Env Intensity display when switching to usd_dome environment
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Export normalTextureId, occlusionTextureId, displacementTextureId in
material-serializer.cc for UsdPreviewSurface materials
- Fix TinyUSDZLoaderUtils.js to properly extract surfaceShader from
nested JSON structure
- Add Normal Mode selector (geometry/mapped) to Show Normals feature
- Add createViewNormalMaterial() shader for view-space normals with
normal map support
- Add extractNormalMapFromMaterial() to extract normal maps from both
OpenPBR/MaterialX and UsdPreviewSurface materials
- Make Env Color and Env Colorspace controls disabled when Environment
is not constant_color
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add EM_JS functions in binding.cc for direct C++ to JS progress reporting
- reportTydraProgress: mesh conversion progress (current/total, stage, name)
- reportTydraStage: conversion stage changes
- reportTydraComplete: conversion completion with counts
- Update TinyUSDZLoader.js with callback options:
- onTydraProgress, onTydraStage, onTydraComplete
- setTydraProgressCallback/setTydraStageCallback/setTydraCompleteCallback methods
- Integrate callbacks in progress-demo.js for real-time UI updates
- Add design document for JS/WASM synchronous event update patterns
This enables real-time progress updates during Tydra scene conversion
without requiring ASYNCIFY, using Emscripten's EM_JS for synchronous
JavaScript calls from C++.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add DetailedProgressInfo struct with mesh/material counts and stage tracking
- Add printf progress logging during Tydra mesh conversion (visible in console)
- Count GeomMesh, GeomCube, and GeomSphere for accurate total mesh count
- Add cleanupScene() function to free Three.js and WASM memory before loading
- Add Fit to Scene button for camera adjustment
- Add multi-mesh test model for progress testing
Console output shows real-time progress:
[Tydra] Found N meshes (X mesh, Y cube, Z sphere), M materials
[Tydra] Mesh 1/N: /path/to/mesh
[Tydra] Conversion complete: N meshes, M materials, T textures
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Core image-loader:
- Add DecodeImageHDR using stbi_loadf_from_memory for float32 RGBA output
- Add IsHDRFromMemory and GetImageInfoHDR functions
- HDR detection runs before STB fallback to ensure float output
WASM binding:
- Update decodeHDR to use stbi_loadf_from_memory instead of image-loader
- Default output format changed to float16 (Uint16Array) for memory savings
- Add TINYUSDZ_WITH_EXR compile definition to binding target
Benchmark (web/js/benchmark-exr.js):
- Compare TinyUSDZ vs Three.js HDRLoader/EXRLoader performance
- Support float32 and float16 output formats
- JSON output mode for automation
- TinyUSDZ is 2.7-3x faster than Three.js for HDR decoding
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add IEEE 754 half-precision float conversion utilities (float32ToFloat16, float16ToFloat32)
- Update decodeEXR/decodeHDR/decodeImage to accept outputFormat parameter ("float32", "float16", "auto")
- Add convertFloat32ToFloat16Array and convertFloat16ToFloat32Array utility functions
- Enable WebAssembly SIMD (-msimd128) by default for better performance
- Add optional Relaxed SIMD support via TINYUSDZ_WASM_RELAXED_SIMD flag
- FP16 output returns Uint16Array for direct WebGL HALF_FLOAT texture upload
- 50% memory savings when using FP16 format for HDR/EXR textures
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Copy TinyEXR v3 source files from upstream tinyexr repository
- Add new CMake option TINYUSDZ_USE_TINYEXR_V3 (default ON)
- V3 provides modern C17/C++17 API with Vulkan-style interface
- V1 API functions remain available for backward compatibility
- Backup original v1 header as tinyexr_v1.h
New files:
- tinyexr_c.h, tinyexr_c_impl.c: Pure C API
- tinyexr_v3.hh: C++17 RAII wrapper
- tinyexr_v2.hh, tinyexr_v2_impl.hh: V2 implementation
- tinyexr_huffman.hh, tinyexr_piz.hh: Compression codecs
- tinyexr_simd*.{hh,h,cc}: SIMD optimizations
- exr_reader.hh, streamreader.hh, streamwriter.hh: Utilities
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Test result files should not be tracked in version control
as they are generated output.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Update title to include WebGL2
- Add comprehensive Quick Start table comparing WebGPU vs WebGL2
- Add WebGL2 with Hardware GPU example (NVIDIA/Vulkan)
- Add WebGL2 with SwiftShader example (software, no GPU)
- Add WebGL2 vs WebGPU comparison table
- Add WebGL2 renderer detection utility function
- Add --use-angle=swiftshader flag to reference table
Key findings:
- WebGL2 works on any origin (no HTTPS requirement unlike WebGPU)
- WebGL2 still requires xvfb (true headless mode doesn't work)
- SwiftShader WebGL2 uses Vulkan 1.3.0 backend
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add headless-chrome-setup.md with comprehensive guide for:
- Hardware GPU acceleration with NVIDIA/Vulkan
- Software rendering with SwiftShader (no GPU required)
- Docker/CI environment setup examples
- Troubleshooting common issues
- Add test.js for WebGPU verification with Puppeteer
- Requires xvfb-run for X11 display
- NVIDIA env vars to select real GPU over llvmpipe
- HTTPS origin required for secure context
Key findings:
- ANGLE Vulkan requires X11 (xcb_connect), solved with xvfb
- True --headless=new mode doesn't work for WebGPU
- SwiftShader works but still needs xvfb
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
JS changes:
- dump-materialx-cli.js: Add --mesh option for dumping vertex data with
winding order analysis (faceVertexIndices, computed face normals)
- materialx.js: Various MaterialX demo improvements
- OpenPBRMaterial.js: OpenPBR material refinements
- TinyUSDZMaterialX.js: MaterialX parsing enhancements
C++ changes:
- render-data.cc/hh: Add MaterialX config and UV handling improvements
- material-serializer.cc: Material serialization updates
- render-scene-dump.cc: Scene dump enhancements
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- mtlx-normalmap-plane.usda: Changed faceVertexIndices from [0,1,2,3] to [0,3,2,1]
- mtlx-normalmap-multi.usda: Fixed plane meshes winding order (cubes were already correct)
The CCW winding [0,3,2,1] produces face normals pointing UP (+Y) matching
the declared vertex normals, ensuring correct front-face rendering.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add DEBUG flag (default false) and debugLog() wrapper function
- Convert ~50+ console.log debug statements to use debugLog()
- Keep console.warn/error for important messages
- Remove unused RectAreaLightHelper import
Set DEBUG = true to re-enable debug output.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix duplicate CustomToneMapping function definition error by stripping
existing definition from original shader chunk before appending
- Replace broken CAM-based Hellwig 2022 implementation with simpler
working approximation using ACES filmic curve with luminance-based
blending for hue preservation and highlight desaturation
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Replace polling with lightweight event-driven mechanisms:
- bpy.msgbus subscriptions for material/light property changes
- depsgraph_update_post handler for transform changes
- Timer only for viewport camera (100ms, unavoidable)
Add remote Blender support via HTTP endpoints:
- GET /blender/bridge.py - Full Python script
- GET /blender/bootstrap - Auto-connect one-liner
Remote Blender can now connect with single command:
import urllib.request; exec(urllib.request.urlopen("http://SERVER:8090/blender/bootstrap").read().decode())
Files:
- blender/bridge_simple.py - Standalone script (MCP compatible)
- blender/bridge_addon.py - Full Blender addon with UI panel
- server.js - Added HTTP endpoints for script serving
- SETUP.md - Updated with event architecture and remote setup
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
WebSocket-based bridge for streaming USD scenes from Blender to a
Three.js browser viewer with live parameter synchronization.
Features:
- WebSocket server (port 8090) for Blender-to-browser communication
- Scene upload with binary USDZ payload support
- Real-time parameter updates (materials, lights, camera, transforms)
- Blender viewport camera sync to browser
- Fit to Scene button in viewer UI
- TinyUSDZ WASM integration for USD parsing in browser
- Delta detection to minimize network traffic
Components:
- server.js: WebSocket server with session management
- lib/: Message protocol, connection manager, scene state
- client/: Browser WebSocket client and parameter sync
- viewer/: Three.js viewer with TinyUSDZ integration
- send-camera.js: Helper to send Blender camera to browser
- test-client.js: Test client for debugging
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add pre-fetch check to verify file accessibility before loading EXR/HDR
- Check content-type header to detect HTML 404 pages served with 200 status
- Add proper null checks for texture.image before PMREM processing
- Wrap EXR/HDR loader calls in individual try-catch blocks
- Return null with descriptive warnings instead of throwing errors
This prevents "Cannot read properties of undefined (reading 'image')"
errors when USD files reference DomeLight textures that cannot be
resolved by the web server's asset resolver.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add MtlxConfig struct similar to OpenUSD's USDMTLX_PRIMARY_UV_NAME
environment variable for configuring the primary UV set name when
parsing MaterialX ND_texcoord_vector2 nodes.
Changes:
- Add MtlxConfig struct in usdMtlx.hh with primary_uv_name and
secondary_uv_name_prefix fields
- Update ConvertTexCoord to use MtlxConfig instead of hardcoded "st"
- Thread MtlxConfig through ConvertSingleNode, ConvertNodeGraphIterative,
ConvertNodeGraphRec, ReadMaterialXFromString, and ReadMaterialXFromFile
- Update Tydra's GetConnectedMtlxTexture to use
mesh_config.default_texcoords_primvar_name for MaterialX texcoord nodes
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Performance improvements:
- Limit scene graph UI to 100 objects (was causing 50k+ DOM elements)
- Show simplified UI with object counts for large scenes
- Improved FPS from ~1 to ~50 with large USD scenes
Animation behavior changes:
- Start animation paused by default (isPlaying=false)
- Show "Scene ready!" message when loading completes
- Add animation toggle to selected object info panel
Code cleanup:
- Comment out verbose debug console.log statements
- Remove debug helper exposures (window.profileFrame, etc.)
- Keep essential status logs for user feedback
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Two issues were fixed:
1. GetConnectedMtlxTexture() now recognizes ND_image_vector4, ND_image_vector3,
and ND_image_float nodes in addition to ND_image_color4/color3
2. ListUVNames() now extracts UV primvar names from OpenPBR shader parameters
in addition to UsdPreviewSurface parameters
This ensures texture coordinates are properly populated in RenderMesh when
using MaterialX materials with texture-mapped parameters.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Implement direct animation system that bypasses Three.js AnimationMixer
- Add binary search keyframe lookup and direct lerp/slerp interpolation
- Store animation data in Float32Arrays for cache-friendly access
- Add UI toggle "Direct Anim (GC-free)" in Info folder (default: ON)
- Add mixer update throttling with configurable skip frames
- Cache animation clip actions to prevent duplicate Interpolant allocations
- Pre-allocate Quaternion temporaries for slerp operations
This eliminates GC pauses during animation playback by avoiding
AnimationMixer's internal object allocations with many animation clips.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add mesh selection with transform gizmo support
- Add selection mode toggle (All/Meshes/Lights) with M/L keyboard shortcuts
- Add lighting mode toggle to switch between direct lights and HDRI envmap
- Add option to show HDRI envmap as scene background
- Fix HDRI vertical flip for correct lighting orientation
- Add light position/rotation property editing UI
- Copy world transform to lights in render-data.cc
- Add PointLight support in HDRI projection
- Fix HDRI coordinate system for sphere/disk lights
- Add dev:lux npm script
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add UI controls for editing selected light color, intensity, and exposure
- Add transform controls for lights (w=translate, e=rotate, r=scale)
- Fix SpotLight helper sphere/cone position alignment
- Fix RectAreaLight shadow warning (skip shadow config for unsupported light types)
- Fix TransformControls API compatibility for newer Three.js versions
- Add live HDRI update feature with debouncing:
- Automatically refresh HDRI when lights move, properties change, or toggle on/off
- Refresh when HDRI center position or max distance changes
- Fix HDRI preview Refresh button to re-project lights
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>