Files
La-Fabrik/docs/technical/three-debugging.md
T
Tom Boullay a766784ce8 docs: update scene runtime and debug toggles
- Drop SceneShadowWarmup section, document centralized shadow config.
- Document the localized Suspense boundaries in World.tsx.
- Document the new player model and octree debug visualizations.
- Open note about intermittent first-load shadow rendering.
2026-06-01 14:16:01 +02:00

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# 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 (open investigation)
Shadows occasionally fail to render on initial load even though the
`Lighting` configuration runs to completion (verified through diagnostic logs).
The issue is not deterministic across runs with identical config. Suspected
contributors:
- WebGL context restoration timing (`webglcontextrestored` rebinds shadow map
state in `src/pages/page.tsx`).
- First-frame shadow map being rendered before any mesh has its
`castShadow`/`receiveShadow` flag set; `autoUpdate=true` should fix it on the
next frame, but a single dropped frame is still visible at very first paint.
- HMR/state interactions in dev mode that do not occur in production builds.
Mitigations already applied:
- Shadow config centralized in `src/data/world/lightingConfig.ts`
(`bias=0`, `normalBias=0`, `cameraSize=95`, matching the historically working
values from `develop`).
- Late-suspension Suspense boundaries in `World.tsx` to prevent global scene
remounts that would re-run shadow setup mid-load.
If the issue reproduces in production, capture a screenshot plus the
`[diag]`-style logs from `useOctreeGraphNode`, `Lighting`, and `GameMapCollision`
to confirm whether the third configuration pass is happening (which would
indicate a remaining suspending hook outside the existing Suspense boundaries).