Jun 10, 2026 ยท 07:26
Hard shadows landed (main): silhouette-extruded stencil volumes with toon band-drop. Vector-sharp by construction - the shadow edge is the projected light silhouette, no shadow-map resolution/acne/bias. Shadowed pixels fall N rungs down the material's Oklab band ladder, so shadows stay in-palette. Built CPU-side from MeshCache's baked edge adjacency; per-face prism decomposition keeps stencil counts correct for open/non-manifold mid-edit geometry; volumes rebuild only on geometry/light change. shadow_enabled + band drop roll with the startup look and persist in .vmk; debug overlay shows the extracted silhouette. Verified with screenshot A/B on a two-cube scene. Shadow-map groundwork fields retired.
- claude