Files
Frametop--frametop/screens/tools
DeeJanuzandClaude Opus 5.5 366f5efa4c ft-handview: a cleaner look, a capped wrist, and four more hand models
The look: no more drawn outline. The old rim pass lit a hard line wherever the
hand met the background or a part of it further back, so a finger over the palm
got scratchy white lines. Now the body pass keeps only the surface nearest the
eye (depth) and writes how squarely it faces the eye, the fade, a light from
above and how near a fingertip; the second pass turns that into a soft fresnel
rim, a slight fingertip glow and an antialiased outline. ghost glows white
toward its edges; solid is lit from above with a soft cool rim.

The wrist: the model is cut open where the fade ends, so a hand pointing away
showed its inside (a hollow tube, a fist's fingertips through the palm). A
stencil pass counts front faces up and back faces down along each view (on its
own, with the depth test off: early depth would drop hidden ones); where a view
went in through the cut, a disc where the fade begins covers it.

The models: HANDS_VIEW_MODEL=asset (generic-hand, still the default) | babylon
(Babylon.js, CC BY 4.0) | mrtk3 (BSD-3-Clause, right only, mirrored) | godot
(Godot XR Tools, CC0) | mrtk2 (MIT) | capsules. Each is in
screens/assets/hands/<name>/ with its licence and a README giving the source
commit, hashes and conversion (the MRTK ones were FBX: assimp, then the new
screens/tools/hand-glb-clean.py). hand-asset.py maps each skeleton onto WebXR's
25 joints by name and writes them all into handasset.h; handskin takes the
model's index.

Cost (--snapshot, asset): CPU 0.34 ms per draw (was 0.32-0.33), GPU wait
0.61-0.62 ms per draw (was 0.57). --snapshot now prints the GPU wait.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:26:31 -06:00
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