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>
adminandClaude Opus 5.5 committed 2026-10-04 00:40:07 +02:00
1 parent 32160e95ba
commit 911c87fec7
2 files changed
+3 -2

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+2 -1
@@ -186,7 +186,8 @@ src/viewport/ WorldViewport (the drawing of a world or a holder, the ba
still names it, right after the redraw that asked or on a later ask, #293: the mesh of an
object with a shader asset keeps its picture bound until it syncs, and a source destroyed
under it made Pixi warn "destroyed while still bound to a shader" with every change to the
drawing; `TextureLibrary` tells by the bind group listening for `change` on the source; who
drawing; `TextureLibrary` tells by the bind group listening for `change` on the source,
of the picture or of any frame cut from it, as a sprite wearing pixel art names a cut; who
draws which asset type, and the factory that looks an asset up in the open project) — no
GPU, so it is measured without a browser,
vectorArtPicture (the rasteriser of #129: the draw commands of
+1 -1
@@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun
# has and the web server's container has not (SKIP there)
php tests/php/snapshots.test.php # the snapshot store (#231), the same way
php tests/php/releases.test.php # the release store (#266), the same way
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1740 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1741 editor checks, screenshots in /tmp/gm-e2e-*.png
GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
./e2e.sh start [GM_STEPS] # the same run detached, see below
./e2e.sh status # live progress, or the last run's result