design: 2D previewer view modes (Tim)
@@ -364,3 +364,7 @@ Bepaal ook welk 3D-model format goed is; liefst ondersteunen we natuurlijk meerd
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- **Light azimuth:** in the 2D previewer, holding the light buttons rotates the azimuth through the full 360 degrees and keeps going (wrapping modulo 360, no clamp). Elevation keeps its −80…+80 clamp.
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- **Rim/edge lighting removed:** the consumer-side rim/edge lighting (§8/R08, the **Randlicht** slider, `RimParams`/`apply_rim`/`compose_relight_and_rim`) is removed completely because it does not look good. Relighting is ambient + Lambert + Blinn-Phong from the normal, depth and specular maps only. Saved diffuse stays unlit albedo. This supersedes the earlier rim decision.
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## Decision 2026-11-07 (Tim t960u): 2D previewer view modes
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The 2D previewer gets a mode picker: **Resultaat** (default; the real relit composite as the game would show it), **Alleen diffuse**, **Alleen normal map**, **Alleen depth map** and **Alleen specular map**. The map modes show the depth-composited map of the winning layer per pixel directly as the image, unlit, so you can inspect each exported map. Depth is shown as grayscale and normal as its stored RGB encoding. Playback, view selection and equipment selection work the same in every mode; the light controls only affect Resultaat.
@@ -364,3 +364,7 @@ Bepaal ook welk 3D-model format goed is; liefst ondersteunen we natuurlijk meerd364
364
365
- **Light azimuth:** in the 2D previewer, holding the light buttons rotates the azimuth through the full 360 degrees and keeps going (wrapping modulo 360, no clamp). Elevation keeps its −80…+80 clamp.365
- **Light azimuth:** in the 2D previewer, holding the light buttons rotates the azimuth through the full 360 degrees and keeps going (wrapping modulo 360, no clamp). Elevation keeps its −80…+80 clamp.366
- **Rim/edge lighting removed:** the consumer-side rim/edge lighting (§8/R08, the **Randlicht** slider, `RimParams`/`apply_rim`/`compose_relight_and_rim`) is removed completely because it does not look good. Relighting is ambient + Lambert + Blinn-Phong from the normal, depth and specular maps only. Saved diffuse stays unlit albedo. This supersedes the earlier rim decision.366
- **Rim/edge lighting removed:** the consumer-side rim/edge lighting (§8/R08, the **Randlicht** slider, `RimParams`/`apply_rim`/`compose_relight_and_rim`) is removed completely because it does not look good. Relighting is ambient + Lambert + Blinn-Phong from the normal, depth and specular maps only. Saved diffuse stays unlit albedo. This supersedes the earlier rim decision.367
368
## Decision 2026-11-07 (Tim t960u): 2D previewer view modes369
370
The 2D previewer gets a mode picker: **Resultaat** (default; the real relit composite as the game would show it), **Alleen diffuse**, **Alleen normal map**, **Alleen depth map** and **Alleen specular map**. The map modes show the depth-composited map of the winning layer per pixel directly as the image, unlit, so you can inspect each exported map. Depth is shown as grayscale and normal as its stored RGB encoding. Playback, view selection and equipment selection work the same in every mode; the light controls only affect Resultaat.