# Three Debugging Use the dedicated debug mode when you need Chrome DevTools to step into Three.js internals. ```bash npm run dev:three-debug ``` This mode aliases `three` to `node_modules/three/src/Three.js` and disables Vite dependency pre-bundling for Three. In DevTools, open `node_modules/three/src/renderers/WebGLRenderer.js` and place a breakpoint inside: ```js this.render = function (scene, camera) { ``` Reload the page or trigger a frame. When the breakpoint hits, inspect `scene`, `camera`, renderer state, visible objects, matrices, materials, and `this.info.render`. If DevTools still opens a bundled file, stop the dev server, clear Vite's cached deps, and restart: ```bash rm -rf node_modules/.vite npm run dev:three-debug ``` ## Visual debug toggles The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by `src/managers/stores/useDebugVisualsStore.ts`: - **Show Player Model** — renders the main character GLTF in front of the current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is positioned in camera-local space so it stays visible regardless of pitch. - **Show Octree** — overlays the collision octree as colored line segments, one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`). Cells are colored by depth. Use it to inspect collision precision around doorways or passages. - **Octree Max Depth** — caps how deep the octree visualization recurses (default 6). Increase to see leaf-level subdivisions; decrease to keep the scene readable when the tree is large. The octree visualization reads the live `Octree` instance from `World`. The mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible through opaque geometry. ## Shadow rendering intermittence Shadows occasionally failed to render on initial load and could disappear mid-session even though the `Lighting` configuration ran to completion. The fix has two layers: ### Per-frame refresh (steady state) The sun follows the camera, so its world matrix is dirty every frame. With `shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a frame where the matrix update has happened but the renderer's internal dirty tracking does not pick it up. To prevent that, `Lighting.useFrame` sets `sun.shadow.needsUpdate = true` after the per-frame matrix updates. Shadow config is centralized in `src/data/world/lightingConfig.ts` (`bias=0`, `normalBias=0`, `cameraSize=95`). ### Mount-time shadow map reallocation (`useShadowMapWarmup`) The merged static map and other GLTFs mount imperatively after `Lighting`, so the shadow render target ends up linked to a renderer state that pre-dates the final scene. Materials compiled at that point bake a "no shadow map" permutation into their shader program and silently fail to render shadows until a WebGL context-restore cycle (the kind triggered by Chrome DevTools in `?debug` runs) reallocates everything. `src/hooks/three/useShadowMapWarmup.ts` replays that cycle programmatically without the cost of a full context loss. It runs a `useFrame` watchdog that samples the scene mesh count every 6 frames; once the count has been stable for ~1 s (or after a 5 s safety cap), it: 1. Disposes the directional light shadow map and nulls it. three.js reallocates the render target on the next render at the configured `mapSize`. 2. Marks every material's `needsUpdate = true`, forcing a shader recompile that rebinds every program to the freshly created shadow sampler. 3. Forces a single shadow pass and invalidates the renderer. The watchdog runs once per mount and adds a single traversal every 6 frames during the warmup window, after which it self-terminates.