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fix(examples): rebuild triangulate-tangents buckler as a machined shield
The gallery review judged the hero weak. The face was covered in wobbly
ring ripples that read as a shading bug, which is the worst look for an
example about tangent-space correctness. The object also read as a dish or
speaker cone with a murky grey interior. The ripples came from a Generated-
coordinate wave texture with distortion 3.0, so they were never UV-driven.
The open ring at the apex also rendered as a black hole.
The buckler is now one closed lathe mesh: a pointed turned boss, a flange,
a cosine dome, a cut groove and a rolled rim. An apex fan closes the top and
is counted in the closed-form triangle count (4992). The mesh is smooth-shaded
with sharp edges at the machined breaks, so mikktspace now really welds
frames. The measured weld is 3.27e-02, inside the unchanged 0.15 tolerance.
Materials are assigned per ring: brass boss and rim, blued-steel flange,
turned-steel dome, leather back, plus steel rivets. The lathe grooves are a
bump read straight off UV v, so they are exact circles. The anisotropic
streak follows the UV-map Tangent node. The shield is turned three-quarter so
the boss projects and the dome reads convex. The render path now also runs
the asset-quality floors (exit 11).
Every check is unchanged and passes, with identical numbers on 4.5.11,
5.1.2 and 5.2.1. The falsifiers were re-proven on the new geometry. The
VISUAL-STYLE numeric-only precedent sentence now states the actual
mechanism.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Signed-off-by: TMHSDigital <154358121+TMHSDigital@users.noreply.github.com>
Copy file name to clipboardExpand all lines: README.md
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<ahref="examples/triangulate-tangents/"><imgsrc="examples/triangulate-tangents/preview.webp"alt="Triangulate and tangents: a machined steel buckler on a dark cradle - brushed grooves circulating the boss with an anisotropic sweep - proving the mikktspace tangent field a normal map depends on" /></a>
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<ahref="examples/triangulate-tangents/"><imgsrc="examples/triangulate-tangents/preview.webp"alt="Triangulate and tangents: a machined steel buckler on a walnut stand - pointed brass boss, domed face cut with concentric lathe grooves, riveted brass rim - proving the mikktspace tangent field a normal map depends on" /></a>
<imgsrc="assets/triangulate-tangents-hero.webp" alt="A round silver buckler leaning back on a low stand, its face brushed in circular grooves with an anisotropic highlight." loading="lazy" decoding="async" />
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<imgsrc="assets/triangulate-tangents-hero.webp" alt="A steel buckler on a walnut stand, turned three-quarter: pointed brass boss, domed face cut with two bands of concentric lathe grooves, brass rim ringed with steel rivets." loading="lazy" decoding="async" />
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"name": "triangulate-tangents",
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"dir": "examples/triangulate-tangents",
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"teaches": "A machined buckler verifying the tangent-space contract a game engine's normal mapping depends on. Deterministic triangulation, unit orthogonal tangent frames, and the edge/UV-delta formula matching mikktspace within welding tolerance.",
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"alt": "A round silver buckler leaning back on a low stand, its face brushed in circular grooves with an anisotropic highlight.",
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"alt": "A steel buckler on a walnut stand, turned three-quarter: pointed brass boss, domed face cut with two bands of concentric lathe grooves, brass rim ringed with steel rivets.",
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"witnessesFix": "calc_tangents aborts on any ngon; planar UVs on a cylindrical wall collapse tangents onto normals; a MeshUVLoopLayer handle held across calc_tangents dangles on 4.5 (471 phantom flips, silent exit 0) while the mikktspace math is byte-identical on both versions.",
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