Name the frames cut from a picture in the shader binding rule
- Architecture: TextureLibrary asks the bind group of the picture and of every frame cut from it, as a sprite wearing pixel art names a cut. - Development: 1741 editor checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -186,7 +186,8 @@ src/viewport/ WorldViewport (the drawing of a world or a holder, the ba
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still names it, right after the redraw that asked or on a later ask, #293: the mesh of an
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object with a shader asset keeps its picture bound until it syncs, and a source destroyed
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under it made Pixi warn "destroyed while still bound to a shader" with every change to the
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drawing; `TextureLibrary` tells by the bind group listening for `change` on the source; who
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drawing; `TextureLibrary` tells by the bind group listening for `change` on the source,
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of the picture or of any frame cut from it, as a sprite wearing pixel art names a cut; who
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draws which asset type, and the factory that looks an asset up in the open project) — no
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GPU, so it is measured without a browser,
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vectorArtPicture (the rasteriser of #129: the draw commands of
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@@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun
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# has and the web server's container has not (SKIP there)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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php tests/php/releases.test.php # the release store (#266), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1740 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1741 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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