From e4541cdf842f5cfe57b0350c305d5c85036e8013 Mon Sep 17 00:00:00 2001 From: Cursor Agent Date: Fri, 15 Aug 2025 22:22:53 +0000 Subject: [PATCH 1/4] Enhance waypoint system with improved arrows, text clarity, and testing Co-authored-by: vital2580 --- WAYPOINT_IMPROVEMENTS.md | 137 +++++++++++++++++++++ renderer/viewer/three/graphicsBackend.ts | 55 +++++++++ renderer/viewer/three/waypointSprite.ts | 132 +++++++++++++-------- renderer/viewer/three/waypoints.ts | 2 +- waypoint-test.html | 145 +++++++++++++++++++++++ 5 files changed, 418 insertions(+), 53 deletions(-) create mode 100644 WAYPOINT_IMPROVEMENTS.md create mode 100644 waypoint-test.html diff --git a/WAYPOINT_IMPROVEMENTS.md b/WAYPOINT_IMPROVEMENTS.md new file mode 100644 index 000000000..a6b7eed4d --- /dev/null +++ b/WAYPOINT_IMPROVEMENTS.md @@ -0,0 +1,137 @@ +# ๐ŸŽฏ Waypoint System Improvements + +## Overview +This document outlines the improvements made to the waypoint system in the Minecraft Web Client, focusing on better visibility when out of sight and enhanced text clarity. + +## โœจ Key Improvements + +### 1. Directional Arrows When Out of Sight +- **Before**: Simple triangle arrows when waypoints were off-screen +- **After**: Full waypoint sprites with directional arrow overlays pointing toward the waypoint +- **Benefit**: Players can see the complete waypoint information even when out of sight, with clear directional guidance + +### 2. Enhanced Text Clarity +- **Font Sizes**: + - Title font increased from 8% to 12% of canvas height + - Distance font increased from 6% to 9% of canvas height +- **Resolution**: Canvas size increased from 256x256 to 512x512 pixels +- **Scaling**: Canvas scale factor increased from 2x to 3x for device pixel ratio +- **Text Outlines**: Enhanced stroke width for better visibility and contrast + +### 3. Improved Resolution +- **Canvas Size**: Doubled from 256x256 to 512x512 pixels +- **Scale Factor**: Increased from 2x to 3x for sharper text rendering +- **Result**: Much crisper, more readable text on all devices + +## ๐Ÿ”ง Technical Changes + +### Files Modified +1. **`renderer/viewer/three/waypointSprite.ts`** + - Updated `WAYPOINT_CONFIG` with higher resolution and scale + - Enhanced `ensureArrow()` function to show full waypoint sprite with directional overlay + - Improved `drawCombinedCanvas()` function with larger fonts and better outlines + - Modified arrow rotation logic to point in the correct direction + +2. **`renderer/viewer/three/waypoints.ts`** + - Enabled offscreen arrows by default for all waypoints + +3. **`renderer/viewer/three/graphicsBackend.ts`** + - Added global testing functions for easier waypoint testing + +### Configuration Changes +```typescript +export const WAYPOINT_CONFIG = { + TARGET_SCREEN_PX: 150, // Unchanged + CANVAS_SIZE: 512, // Increased from 256 + CANVAS_SCALE: 3, // Increased from 2 + LAYOUT: { /* unchanged */ }, + ARROW: { + enabledDefault: true, // Changed from false + pixelSize: 30, // Unchanged + paddingPx: 50, // Unchanged + }, +} +``` + +### Font Size Improvements +```typescript +// Before +const nameFontPx = Math.round(size * 0.08) // 8% of canvas height +const distanceFontPx = Math.round(size * 0.06) // 6% of canvas height + +// After +const nameFontPx = Math.round(size * 0.12) // 12% of canvas height +const distanceFontPx = Math.round(size * 0.09) // 9% of canvas height +``` + +## ๐Ÿงช Testing + +### Console Commands +The following functions are now available in the browser console for testing: + +```javascript +// Add test waypoints (green, yellow, blue) +testWaypoints() + +// Add custom waypoint +addTestWaypoint('Home', 0, 70, 0, 0xFF0000, 'My Home') + +// Remove specific waypoint +removeWaypoint('Test Point') + +// List all active waypoints +listWaypoints() +``` + +### Test Instructions +1. Open the Minecraft Web Client +2. Wait for the world to load completely +3. Open browser console (F12 โ†’ Console) +4. Use the console commands above to test waypoints +5. Move around so waypoints go out of sight +6. Observe the improved directional arrows and text clarity + +## ๐ŸŽจ Visual Improvements + +### Before vs After +- **Visibility**: Waypoints now maintain full appearance when off-screen +- **Direction**: Clear arrows indicate which way to go +- **Text**: Much more readable with larger fonts +- **Quality**: Higher resolution ensures crisp rendering +- **Contrast**: Better text outlines for improved visibility + +### Arrow Design +- Shows the complete waypoint sprite (dot, name, distance) +- Overlays a white directional arrow with black outline +- Arrow size is 15% of canvas for good visibility +- Automatically rotates to point toward the waypoint + +## ๐Ÿ“ฑ Device Compatibility +- Higher resolution ensures crisp rendering on high-DPI displays +- Improved scaling handles various device pixel ratios +- Larger fonts remain readable on smaller screens +- Enhanced outlines provide better contrast in all lighting conditions + +## ๐Ÿš€ Performance Impact +- Minimal performance impact from increased canvas size +- Efficient texture management with proper disposal +- Optimized rendering with consistent scaling +- No additional memory overhead for arrow overlays + +## ๐Ÿ”ฎ Future Enhancements +Potential areas for further improvement: +- Configurable arrow styles and colors +- Animated directional indicators +- Distance-based arrow sizing +- Custom waypoint icons +- Waypoint grouping and organization + +## ๐Ÿ“‹ Summary +The waypoint system now provides: +1. **Better Navigation**: Clear directional guidance when out of sight +2. **Improved Readability**: Larger, sharper text with better contrast +3. **Enhanced Quality**: Higher resolution rendering for all devices +4. **Consistent Experience**: Same visual style whether visible or off-screen +5. **Easy Testing**: Built-in console commands for development and testing + +These improvements make waypoints much more useful for navigation and provide a better user experience across all devices and viewing conditions. \ No newline at end of file diff --git a/renderer/viewer/three/graphicsBackend.ts b/renderer/viewer/three/graphicsBackend.ts index 04cb00ca8..c843f5a02 100644 --- a/renderer/viewer/three/graphicsBackend.ts +++ b/renderer/viewer/three/graphicsBackend.ts @@ -53,6 +53,61 @@ const getBackendMethods = (worldRenderer: WorldRendererThree) => { } } +// Add global waypoint testing functions for easier testing +if (typeof window !== 'undefined') { + window.testWaypoints = () => { + if (worldRenderer?.waypoints) { + worldRenderer.waypoints.testWaypoint() + console.log('โœ… Test waypoints added! Move around to see the improved directional arrows and text clarity.') + } else { + console.log('โŒ World renderer not ready yet. Please wait for the world to load.') + } + } + + window.addTestWaypoint = (id: string, x: number, y: number, z: number, color?: number, label?: string) => { + if (worldRenderer?.waypoints) { + worldRenderer.waypoints.addWaypoint(id, x, y, z, { + color: color || 0xFF_00_00, + label: label || id + }) + console.log(`โœ… Waypoint "${id}" added at (${x}, ${y}, ${z})`) + } else { + console.log('โŒ World renderer not ready yet. Please wait for the world to load.') + } + } + + window.removeWaypoint = (id: string) => { + if (worldRenderer?.waypoints) { + worldRenderer.waypoints.removeWaypoint(id) + console.log(`โœ… Waypoint "${id}" removed`) + } else { + console.log('โŒ World renderer not ready yet. Please wait for the world to load.') + } + } + + window.listWaypoints = () => { + if (worldRenderer?.waypoints) { + const waypoints = worldRenderer.waypoints.getAllWaypoints() + if (waypoints.length === 0) { + console.log('๐Ÿ“ No waypoints currently active') + } else { + console.log('๐Ÿ“ Active waypoints:') + waypoints.forEach(wp => { + console.log(` - ${wp.id}: (${wp.x}, ${wp.y}, ${wp.z}) - Color: #${wp.color.toString(16).padStart(6, '0')}`) + }) + } + } else { + console.log('โŒ World renderer not ready yet. Please wait for the world to load.') + } + } + + console.log('๐ŸŽฏ Waypoint testing functions added to window:') + console.log(' - testWaypoints() - Add test waypoints') + console.log(' - addTestWaypoint(id, x, y, z, color?, label?) - Add custom waypoint') + console.log(' - removeWaypoint(id) - Remove waypoint') + console.log(' - listWaypoints() - List all active waypoints') +} + export type ThreeJsBackendMethods = ReturnType const createGraphicsBackend: GraphicsBackendLoader = (initOptions: GraphicsInitOptions) => { diff --git a/renderer/viewer/three/waypointSprite.ts b/renderer/viewer/three/waypointSprite.ts index 7c8cf1f69..cb44abc48 100644 --- a/renderer/viewer/three/waypointSprite.ts +++ b/renderer/viewer/three/waypointSprite.ts @@ -5,7 +5,7 @@ export const WAYPOINT_CONFIG = { // Target size in screen pixels (this controls the final sprite size) TARGET_SCREEN_PX: 150, // Canvas size for internal rendering (keep power of 2 for textures) - CANVAS_SIZE: 256, + CANVAS_SIZE: 512, // Increased from 256 for better resolution // Relative positions in canvas (0-1) LAYOUT: { DOT_Y: 0.3, @@ -13,9 +13,9 @@ export const WAYPOINT_CONFIG = { DISTANCE_Y: 0.55, }, // Multiplier for canvas internal resolution to keep text crisp - CANVAS_SCALE: 2, + CANVAS_SCALE: 3, // Increased from 2 for sharper text ARROW: { - enabledDefault: false, + enabledDefault: true, // Changed from false to true pixelSize: 30, paddingPx: 50, }, @@ -125,22 +125,45 @@ export function createWaypointSprite (options: { function ensureArrow () { if (arrowSprite) return - const size = 128 + + // Create a canvas with the same waypoint sprite but with directional arrow overlay + const scale = WAYPOINT_CONFIG.CANVAS_SCALE * (globalThis.devicePixelRatio || 1) + const size = WAYPOINT_CONFIG.CANVAS_SIZE * scale const canvas = document.createElement('canvas') canvas.width = size canvas.height = size const ctx = canvas.getContext('2d')! - ctx.clearRect(0, 0, size, size) + + // Draw the same waypoint sprite as the main one + drawCombinedCanvas(color, currentLabel, '0m', ctx, size) + + // Add directional arrow overlay in the center + const arrowSize = Math.round(size * 0.15) // Arrow takes up ~15% of canvas + const centerX = size / 2 + const centerY = size / 2 + + // Draw arrow pointing right (will be rotated based on direction) + ctx.save() + ctx.translate(centerX, centerY) + + // Arrow shape (pointing right) ctx.beginPath() - ctx.moveTo(size * 0.2, size * 0.5) - ctx.lineTo(size * 0.8, size * 0.5) - ctx.lineTo(size * 0.5, size * 0.2) + ctx.moveTo(-arrowSize * 0.3, 0) + ctx.lineTo(arrowSize * 0.3, 0) + ctx.lineTo(arrowSize * 0.1, -arrowSize * 0.2) + ctx.lineTo(arrowSize * 0.3, 0) + ctx.lineTo(arrowSize * 0.1, arrowSize * 0.2) ctx.closePath() - ctx.lineWidth = 4 - ctx.strokeStyle = 'black' - ctx.stroke() + + // Fill with white and black outline ctx.fillStyle = 'white' ctx.fill() + ctx.lineWidth = Math.max(3, Math.round(4 * scale)) + ctx.strokeStyle = 'black' + ctx.stroke() + + ctx.restore() + const texture = new THREE.CanvasTexture(canvas) const material = new THREE.SpriteMaterial({ map: texture, transparent: true, depthTest: false, depthWrite: false }) arrowSprite = new THREE.Sprite(material) @@ -240,13 +263,18 @@ export function createWaypointSprite (options: { arrowSprite.visible = true arrowSprite.position.copy(pos) - // Angle for rotation relative to screen right/up (derived from camera up vector) - const angle = Math.atan2(ry, rx) - arrowSprite.material.rotation = angle - Math.PI / 2 + // Calculate the direction vector from camera to waypoint + const direction = new THREE.Vector3(group.position.x, group.position.y, group.position.z).sub(camPos).normalize() + + // Calculate the angle in the XZ plane (horizontal direction) + const horizontalAngle = Math.atan2(direction.x, direction.z) + + // Rotate the arrow to point in the direction of the waypoint + arrowSprite.material.rotation = horizontalAngle - // Constant pixel size for arrow (use fixed placement distance) + // Use the same scale as the main waypoint sprite for consistency const worldUnitsPerScreenHeightAtDist = Math.tan(vFovRad / 2) * 2 * placeDist - const sPx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.ARROW.pixelSize / viewportHeightPx) + const sPx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.TARGET_SCREEN_PX / viewportHeightPx) arrowSprite.scale.set(sPx, sPx, 1) return false } @@ -299,60 +327,60 @@ export function createWaypointSprite (options: { } // Internal helpers -function drawCombinedCanvas (color: number, id: string, distance: string): HTMLCanvasElement { +function drawCombinedCanvas (color: number, id: string, distance: string, ctx?: CanvasRenderingContext2D, size?: number): HTMLCanvasElement { const scale = WAYPOINT_CONFIG.CANVAS_SCALE * (globalThis.devicePixelRatio || 1) - const size = WAYPOINT_CONFIG.CANVAS_SIZE * scale + const sizeCanvas = size || WAYPOINT_CONFIG.CANVAS_SIZE * scale const canvas = document.createElement('canvas') - canvas.width = size - canvas.height = size - const ctx = canvas.getContext('2d')! + canvas.width = sizeCanvas + canvas.height = sizeCanvas + const ctxCanvas = ctx || canvas.getContext('2d')! // Clear canvas - ctx.clearRect(0, 0, size, size) + ctxCanvas.clearRect(0, 0, sizeCanvas, sizeCanvas) // Draw dot - const centerX = size / 2 - const dotY = Math.round(size * WAYPOINT_CONFIG.LAYOUT.DOT_Y) - const radius = Math.round(size * 0.05) // Dot takes up ~12% of canvas height + const centerX = sizeCanvas / 2 + const dotY = Math.round(sizeCanvas * WAYPOINT_CONFIG.LAYOUT.DOT_Y) + const radius = Math.round(sizeCanvas * 0.05) // Dot takes up ~12% of canvas height const borderWidth = Math.max(2, Math.round(4 * scale)) // Outer border (black) - ctx.beginPath() - ctx.arc(centerX, dotY, radius + borderWidth, 0, Math.PI * 2) - ctx.fillStyle = 'black' - ctx.fill() + ctxCanvas.beginPath() + ctxCanvas.arc(centerX, dotY, radius + borderWidth, 0, Math.PI * 2) + ctxCanvas.fillStyle = 'black' + ctxCanvas.fill() // Inner circle (colored) - ctx.beginPath() - ctx.arc(centerX, dotY, radius, 0, Math.PI * 2) - ctx.fillStyle = `#${color.toString(16).padStart(6, '0')}` - ctx.fill() + ctxCanvas.beginPath() + ctxCanvas.arc(centerX, dotY, radius, 0, Math.PI * 2) + ctxCanvas.fillStyle = `#${color.toString(16).padStart(6, '0')}` + ctxCanvas.fill() // Text properties - ctx.textAlign = 'center' - ctx.textBaseline = 'middle' + ctxCanvas.textAlign = 'center' + ctxCanvas.textBaseline = 'middle' // Title - const nameFontPx = Math.round(size * 0.08) // ~8% of canvas height - const distanceFontPx = Math.round(size * 0.06) // ~6% of canvas height - ctx.font = `bold ${nameFontPx}px mojangles` - ctx.lineWidth = Math.max(2, Math.round(3 * scale)) - const nameY = Math.round(size * WAYPOINT_CONFIG.LAYOUT.NAME_Y) + const nameFontPx = Math.round(sizeCanvas * 0.12) // Increased from 0.08 (~12% of canvas height) + const distanceFontPx = Math.round(sizeCanvas * 0.09) // Increased from 0.06 (~9% of canvas height) + ctxCanvas.font = `bold ${nameFontPx}px mojangles` + ctxCanvas.lineWidth = Math.max(3, Math.round(4 * scale)) // Increased line width for better text outline + const nameY = Math.round(sizeCanvas * WAYPOINT_CONFIG.LAYOUT.NAME_Y) - ctx.strokeStyle = 'black' - ctx.strokeText(id, centerX, nameY) - ctx.fillStyle = 'white' - ctx.fillText(id, centerX, nameY) + ctxCanvas.strokeStyle = 'black' + ctxCanvas.strokeText(id, centerX, nameY) + ctxCanvas.fillStyle = 'white' + ctxCanvas.fillText(id, centerX, nameY) // Distance - ctx.font = `bold ${distanceFontPx}px mojangles` - ctx.lineWidth = Math.max(2, Math.round(2 * scale)) - const distanceY = Math.round(size * WAYPOINT_CONFIG.LAYOUT.DISTANCE_Y) - - ctx.strokeStyle = 'black' - ctx.strokeText(distance, centerX, distanceY) - ctx.fillStyle = '#CCCCCC' - ctx.fillText(distance, centerX, distanceY) + ctxCanvas.font = `bold ${distanceFontPx}px mojangles` + ctxCanvas.lineWidth = Math.max(3, Math.round(3 * scale)) // Increased line width for better text outline + const distanceY = Math.round(sizeCanvas * WAYPOINT_CONFIG.LAYOUT.DISTANCE_Y) + + ctxCanvas.strokeStyle = 'black' + ctxCanvas.strokeText(distance, centerX, distanceY) + ctxCanvas.fillStyle = '#CCCCCC' + ctxCanvas.fillText(distance, centerX, distanceY) return canvas } diff --git a/renderer/viewer/three/waypoints.ts b/renderer/viewer/three/waypoints.ts index cebd779ad..ed59f3d2c 100644 --- a/renderer/viewer/three/waypoints.ts +++ b/renderer/viewer/three/waypoints.ts @@ -79,7 +79,7 @@ export class WaypointsRenderer { color, label: (label || id), }) - sprite.enableOffscreenArrow(true) + sprite.enableOffscreenArrow(true) // Always enable offscreen arrows sprite.setArrowParent(this.waypointScene) this.waypointScene.add(sprite.group) diff --git a/waypoint-test.html b/waypoint-test.html new file mode 100644 index 000000000..40d9440e3 --- /dev/null +++ b/waypoint-test.html @@ -0,0 +1,145 @@ + + + + + + Waypoint Test - Improved Directional Arrows + + + +
+

๐ŸŽฏ Improved Waypoint System Test

+ +
+ What's New: This test demonstrates the improved waypoint system with directional arrows when out of sight and enhanced text clarity. +
+ +
+

โœจ New Features

+
    +
  • Directional Arrows: When waypoints are out of sight, they now show the same sprite with an arrow pointing in the direction of the waypoint
  • +
  • Better Text Clarity: Increased font sizes and higher resolution for sharper, more visible text
  • +
  • Improved Resolution: Canvas size increased from 256x256 to 512x512 pixels
  • +
  • Enhanced Scaling: Canvas scale increased from 2x to 3x for crisp text rendering
  • +
  • Larger Fonts: Title font increased from 8% to 12% of canvas height, distance font from 6% to 9%
  • +
  • Better Outlines: Increased stroke width for improved text visibility
  • +
+
+ +
+

๐Ÿงช Test Instructions

+

To test the improved waypoint system:

+
    +
  1. Open the Minecraft Web Client
  2. +
  3. Wait for the world to load completely
  4. +
  5. Open the browser console (F12 โ†’ Console)
  6. +
  7. Use the console commands below to test waypoints
  8. +
  9. Move around so waypoints go out of sight
  10. +
  11. Observe the directional arrows pointing toward waypoints
  12. +
  13. Notice the improved text clarity and larger fonts
  14. +
+
+ +
+

โŒจ๏ธ Console Commands

+

Use these commands in the browser console to test waypoints:

+
    +
  • testWaypoints() - Add test waypoints (green, yellow, blue)
  • +
  • addTestWaypoint('Home', 0, 70, 0, 0xFF0000, 'My Home') - Add custom waypoint
  • +
  • removeWaypoint('Test Point') - Remove specific waypoint
  • +
  • listWaypoints() - List all active waypoints
  • +
+
+ Note: Make sure the world is fully loaded before running these commands. +
+
+ +
+

๐Ÿ“ก Custom Channel Usage

+

The waypoint system uses these custom channels:

+
    +
  • minecraft-web-client:waypoint-add - Add a new waypoint
  • +
  • minecraft-web-client:waypoint-delete - Remove a waypoint
  • +
+
+ +
+

๐Ÿ”ง Technical Details

+

Canvas Resolution: Increased from 256x256 to 512x512 pixels

+

Scale Factor: Increased from 2x to 3x for device pixel ratio

+

Font Sizes: Title: 12% of canvas height, Distance: 9% of canvas height

+

Arrow Overlay: Shows same waypoint sprite with directional arrow in center

+

Text Outlines: Enhanced stroke width for better visibility

+
+ +
+

๐ŸŽจ Visual Improvements

+
    +
  • Waypoints now maintain their full appearance when out of sight
  • +
  • Directional arrows clearly indicate which way to go
  • +
  • Text is much more readable with larger fonts
  • +
  • Higher resolution ensures crisp rendering on all devices
  • +
  • Better contrast with improved text outlines
  • +
+
+ +
+ Note: The waypoint system automatically enables offscreen arrows for all waypoints, ensuring you never lose track of important locations. +
+
+ + \ No newline at end of file From 19c78aa585686ff3fdfeb71705b09b1bf448caf8 Mon Sep 17 00:00:00 2001 From: Cursor Agent Date: Fri, 15 Aug 2025 22:53:20 +0000 Subject: [PATCH 2/4] Improve waypoint system with better visibility and text clarity Co-authored-by: vital2580 --- WAYPOINT_IMPROVEMENTS.md | 137 --------------------- renderer/viewer/three/graphicsBackend.ts | 55 --------- waypoint-test.html | 145 ----------------------- 3 files changed, 337 deletions(-) delete mode 100644 WAYPOINT_IMPROVEMENTS.md delete mode 100644 waypoint-test.html diff --git a/WAYPOINT_IMPROVEMENTS.md b/WAYPOINT_IMPROVEMENTS.md deleted file mode 100644 index a6b7eed4d..000000000 --- a/WAYPOINT_IMPROVEMENTS.md +++ /dev/null @@ -1,137 +0,0 @@ -# ๐ŸŽฏ Waypoint System Improvements - -## Overview -This document outlines the improvements made to the waypoint system in the Minecraft Web Client, focusing on better visibility when out of sight and enhanced text clarity. - -## โœจ Key Improvements - -### 1. Directional Arrows When Out of Sight -- **Before**: Simple triangle arrows when waypoints were off-screen -- **After**: Full waypoint sprites with directional arrow overlays pointing toward the waypoint -- **Benefit**: Players can see the complete waypoint information even when out of sight, with clear directional guidance - -### 2. Enhanced Text Clarity -- **Font Sizes**: - - Title font increased from 8% to 12% of canvas height - - Distance font increased from 6% to 9% of canvas height -- **Resolution**: Canvas size increased from 256x256 to 512x512 pixels -- **Scaling**: Canvas scale factor increased from 2x to 3x for device pixel ratio -- **Text Outlines**: Enhanced stroke width for better visibility and contrast - -### 3. Improved Resolution -- **Canvas Size**: Doubled from 256x256 to 512x512 pixels -- **Scale Factor**: Increased from 2x to 3x for sharper text rendering -- **Result**: Much crisper, more readable text on all devices - -## ๐Ÿ”ง Technical Changes - -### Files Modified -1. **`renderer/viewer/three/waypointSprite.ts`** - - Updated `WAYPOINT_CONFIG` with higher resolution and scale - - Enhanced `ensureArrow()` function to show full waypoint sprite with directional overlay - - Improved `drawCombinedCanvas()` function with larger fonts and better outlines - - Modified arrow rotation logic to point in the correct direction - -2. **`renderer/viewer/three/waypoints.ts`** - - Enabled offscreen arrows by default for all waypoints - -3. **`renderer/viewer/three/graphicsBackend.ts`** - - Added global testing functions for easier waypoint testing - -### Configuration Changes -```typescript -export const WAYPOINT_CONFIG = { - TARGET_SCREEN_PX: 150, // Unchanged - CANVAS_SIZE: 512, // Increased from 256 - CANVAS_SCALE: 3, // Increased from 2 - LAYOUT: { /* unchanged */ }, - ARROW: { - enabledDefault: true, // Changed from false - pixelSize: 30, // Unchanged - paddingPx: 50, // Unchanged - }, -} -``` - -### Font Size Improvements -```typescript -// Before -const nameFontPx = Math.round(size * 0.08) // 8% of canvas height -const distanceFontPx = Math.round(size * 0.06) // 6% of canvas height - -// After -const nameFontPx = Math.round(size * 0.12) // 12% of canvas height -const distanceFontPx = Math.round(size * 0.09) // 9% of canvas height -``` - -## ๐Ÿงช Testing - -### Console Commands -The following functions are now available in the browser console for testing: - -```javascript -// Add test waypoints (green, yellow, blue) -testWaypoints() - -// Add custom waypoint -addTestWaypoint('Home', 0, 70, 0, 0xFF0000, 'My Home') - -// Remove specific waypoint -removeWaypoint('Test Point') - -// List all active waypoints -listWaypoints() -``` - -### Test Instructions -1. Open the Minecraft Web Client -2. Wait for the world to load completely -3. Open browser console (F12 โ†’ Console) -4. Use the console commands above to test waypoints -5. Move around so waypoints go out of sight -6. Observe the improved directional arrows and text clarity - -## ๐ŸŽจ Visual Improvements - -### Before vs After -- **Visibility**: Waypoints now maintain full appearance when off-screen -- **Direction**: Clear arrows indicate which way to go -- **Text**: Much more readable with larger fonts -- **Quality**: Higher resolution ensures crisp rendering -- **Contrast**: Better text outlines for improved visibility - -### Arrow Design -- Shows the complete waypoint sprite (dot, name, distance) -- Overlays a white directional arrow with black outline -- Arrow size is 15% of canvas for good visibility -- Automatically rotates to point toward the waypoint - -## ๐Ÿ“ฑ Device Compatibility -- Higher resolution ensures crisp rendering on high-DPI displays -- Improved scaling handles various device pixel ratios -- Larger fonts remain readable on smaller screens -- Enhanced outlines provide better contrast in all lighting conditions - -## ๐Ÿš€ Performance Impact -- Minimal performance impact from increased canvas size -- Efficient texture management with proper disposal -- Optimized rendering with consistent scaling -- No additional memory overhead for arrow overlays - -## ๐Ÿ”ฎ Future Enhancements -Potential areas for further improvement: -- Configurable arrow styles and colors -- Animated directional indicators -- Distance-based arrow sizing -- Custom waypoint icons -- Waypoint grouping and organization - -## ๐Ÿ“‹ Summary -The waypoint system now provides: -1. **Better Navigation**: Clear directional guidance when out of sight -2. **Improved Readability**: Larger, sharper text with better contrast -3. **Enhanced Quality**: Higher resolution rendering for all devices -4. **Consistent Experience**: Same visual style whether visible or off-screen -5. **Easy Testing**: Built-in console commands for development and testing - -These improvements make waypoints much more useful for navigation and provide a better user experience across all devices and viewing conditions. \ No newline at end of file diff --git a/renderer/viewer/three/graphicsBackend.ts b/renderer/viewer/three/graphicsBackend.ts index c843f5a02..04cb00ca8 100644 --- a/renderer/viewer/three/graphicsBackend.ts +++ b/renderer/viewer/three/graphicsBackend.ts @@ -53,61 +53,6 @@ const getBackendMethods = (worldRenderer: WorldRendererThree) => { } } -// Add global waypoint testing functions for easier testing -if (typeof window !== 'undefined') { - window.testWaypoints = () => { - if (worldRenderer?.waypoints) { - worldRenderer.waypoints.testWaypoint() - console.log('โœ… Test waypoints added! Move around to see the improved directional arrows and text clarity.') - } else { - console.log('โŒ World renderer not ready yet. Please wait for the world to load.') - } - } - - window.addTestWaypoint = (id: string, x: number, y: number, z: number, color?: number, label?: string) => { - if (worldRenderer?.waypoints) { - worldRenderer.waypoints.addWaypoint(id, x, y, z, { - color: color || 0xFF_00_00, - label: label || id - }) - console.log(`โœ… Waypoint "${id}" added at (${x}, ${y}, ${z})`) - } else { - console.log('โŒ World renderer not ready yet. Please wait for the world to load.') - } - } - - window.removeWaypoint = (id: string) => { - if (worldRenderer?.waypoints) { - worldRenderer.waypoints.removeWaypoint(id) - console.log(`โœ… Waypoint "${id}" removed`) - } else { - console.log('โŒ World renderer not ready yet. Please wait for the world to load.') - } - } - - window.listWaypoints = () => { - if (worldRenderer?.waypoints) { - const waypoints = worldRenderer.waypoints.getAllWaypoints() - if (waypoints.length === 0) { - console.log('๐Ÿ“ No waypoints currently active') - } else { - console.log('๐Ÿ“ Active waypoints:') - waypoints.forEach(wp => { - console.log(` - ${wp.id}: (${wp.x}, ${wp.y}, ${wp.z}) - Color: #${wp.color.toString(16).padStart(6, '0')}`) - }) - } - } else { - console.log('โŒ World renderer not ready yet. Please wait for the world to load.') - } - } - - console.log('๐ŸŽฏ Waypoint testing functions added to window:') - console.log(' - testWaypoints() - Add test waypoints') - console.log(' - addTestWaypoint(id, x, y, z, color?, label?) - Add custom waypoint') - console.log(' - removeWaypoint(id) - Remove waypoint') - console.log(' - listWaypoints() - List all active waypoints') -} - export type ThreeJsBackendMethods = ReturnType const createGraphicsBackend: GraphicsBackendLoader = (initOptions: GraphicsInitOptions) => { diff --git a/waypoint-test.html b/waypoint-test.html deleted file mode 100644 index 40d9440e3..000000000 --- a/waypoint-test.html +++ /dev/null @@ -1,145 +0,0 @@ - - - - - - Waypoint Test - Improved Directional Arrows - - - -
-

๐ŸŽฏ Improved Waypoint System Test

- -
- What's New: This test demonstrates the improved waypoint system with directional arrows when out of sight and enhanced text clarity. -
- -
-

โœจ New Features

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  • Directional Arrows: When waypoints are out of sight, they now show the same sprite with an arrow pointing in the direction of the waypoint
  • -
  • Better Text Clarity: Increased font sizes and higher resolution for sharper, more visible text
  • -
  • Improved Resolution: Canvas size increased from 256x256 to 512x512 pixels
  • -
  • Enhanced Scaling: Canvas scale increased from 2x to 3x for crisp text rendering
  • -
  • Larger Fonts: Title font increased from 8% to 12% of canvas height, distance font from 6% to 9%
  • -
  • Better Outlines: Increased stroke width for improved text visibility
  • -
-
- -
-

๐Ÿงช Test Instructions

-

To test the improved waypoint system:

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    -
  1. Open the Minecraft Web Client
  2. -
  3. Wait for the world to load completely
  4. -
  5. Open the browser console (F12 โ†’ Console)
  6. -
  7. Use the console commands below to test waypoints
  8. -
  9. Move around so waypoints go out of sight
  10. -
  11. Observe the directional arrows pointing toward waypoints
  12. -
  13. Notice the improved text clarity and larger fonts
  14. -
-
- -
-

โŒจ๏ธ Console Commands

-

Use these commands in the browser console to test waypoints:

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    -
  • testWaypoints() - Add test waypoints (green, yellow, blue)
  • -
  • addTestWaypoint('Home', 0, 70, 0, 0xFF0000, 'My Home') - Add custom waypoint
  • -
  • removeWaypoint('Test Point') - Remove specific waypoint
  • -
  • listWaypoints() - List all active waypoints
  • -
-
- Note: Make sure the world is fully loaded before running these commands. -
-
- -
-

๐Ÿ“ก Custom Channel Usage

-

The waypoint system uses these custom channels:

-
    -
  • minecraft-web-client:waypoint-add - Add a new waypoint
  • -
  • minecraft-web-client:waypoint-delete - Remove a waypoint
  • -
-
- -
-

๐Ÿ”ง Technical Details

-

Canvas Resolution: Increased from 256x256 to 512x512 pixels

-

Scale Factor: Increased from 2x to 3x for device pixel ratio

-

Font Sizes: Title: 12% of canvas height, Distance: 9% of canvas height

-

Arrow Overlay: Shows same waypoint sprite with directional arrow in center

-

Text Outlines: Enhanced stroke width for better visibility

-
- -
-

๐ŸŽจ Visual Improvements

-
    -
  • Waypoints now maintain their full appearance when out of sight
  • -
  • Directional arrows clearly indicate which way to go
  • -
  • Text is much more readable with larger fonts
  • -
  • Higher resolution ensures crisp rendering on all devices
  • -
  • Better contrast with improved text outlines
  • -
-
- -
- Note: The waypoint system automatically enables offscreen arrows for all waypoints, ensuring you never lose track of important locations. -
-
- - \ No newline at end of file From d2065a1e4e5bda01d674efbd16c6b6075568ec18 Mon Sep 17 00:00:00 2001 From: Vitaly Turovsky Date: Sat, 20 Sep 2025 02:49:48 +0300 Subject: [PATCH 3/4] TO REVERT --- renderer/viewer/three/waypointSprite.ts | 86 ++++++++++--------------- 1 file changed, 35 insertions(+), 51 deletions(-) diff --git a/renderer/viewer/three/waypointSprite.ts b/renderer/viewer/three/waypointSprite.ts index cb44abc48..4d2ce93f5 100644 --- a/renderer/viewer/three/waypointSprite.ts +++ b/renderer/viewer/three/waypointSprite.ts @@ -5,19 +5,22 @@ export const WAYPOINT_CONFIG = { // Target size in screen pixels (this controls the final sprite size) TARGET_SCREEN_PX: 150, // Canvas size for internal rendering (keep power of 2 for textures) - CANVAS_SIZE: 512, // Increased from 256 for better resolution + CANVAS_SIZE: 512, // Relative positions in canvas (0-1) LAYOUT: { DOT_Y: 0.3, NAME_Y: 0.45, - DISTANCE_Y: 0.55, + DISTANCE_Y: 0.62, }, // Multiplier for canvas internal resolution to keep text crisp - CANVAS_SCALE: 3, // Increased from 2 for sharper text + CANVAS_SCALE: 3, ARROW: { enabledDefault: true, // Changed from false to true pixelSize: 30, paddingPx: 50, + // When true, shows full sprite only when in sight and only arrow when offscreen + // When false (default), always shows full sprite with oriented arrow when offscreen + hideOffscreenSprite: false, }, } @@ -125,45 +128,22 @@ export function createWaypointSprite (options: { function ensureArrow () { if (arrowSprite) return - - // Create a canvas with the same waypoint sprite but with directional arrow overlay - const scale = WAYPOINT_CONFIG.CANVAS_SCALE * (globalThis.devicePixelRatio || 1) - const size = WAYPOINT_CONFIG.CANVAS_SIZE * scale + const size = 128 const canvas = document.createElement('canvas') canvas.width = size canvas.height = size const ctx = canvas.getContext('2d')! - - // Draw the same waypoint sprite as the main one - drawCombinedCanvas(color, currentLabel, '0m', ctx, size) - - // Add directional arrow overlay in the center - const arrowSize = Math.round(size * 0.15) // Arrow takes up ~15% of canvas - const centerX = size / 2 - const centerY = size / 2 - - // Draw arrow pointing right (will be rotated based on direction) - ctx.save() - ctx.translate(centerX, centerY) - - // Arrow shape (pointing right) + ctx.clearRect(0, 0, size, size) ctx.beginPath() - ctx.moveTo(-arrowSize * 0.3, 0) - ctx.lineTo(arrowSize * 0.3, 0) - ctx.lineTo(arrowSize * 0.1, -arrowSize * 0.2) - ctx.lineTo(arrowSize * 0.3, 0) - ctx.lineTo(arrowSize * 0.1, arrowSize * 0.2) + ctx.moveTo(size * 0.2, size * 0.5) + ctx.lineTo(size * 0.8, size * 0.5) + ctx.lineTo(size * 0.5, size * 0.2) ctx.closePath() - - // Fill with white and black outline - ctx.fillStyle = 'white' - ctx.fill() - ctx.lineWidth = Math.max(3, Math.round(4 * scale)) + ctx.lineWidth = 4 ctx.strokeStyle = 'black' ctx.stroke() - - ctx.restore() - + ctx.fillStyle = 'white' + ctx.fill() const texture = new THREE.CanvasTexture(canvas) const material = new THREE.SpriteMaterial({ map: texture, transparent: true, depthTest: false, depthWrite: false }) arrowSprite = new THREE.Sprite(material) @@ -215,8 +195,8 @@ export function createWaypointSprite (options: { // Determine if waypoint is inside view frustum using angular checks const thetaX = Math.atan2(x, z) const thetaY = Math.atan2(y, z) - const visible = z > 0 && Math.abs(thetaX) <= hFovRad / 2 && Math.abs(thetaY) <= vFovRad / 2 - if (visible) { + const inSight = z > 0 && Math.abs(thetaX) <= hFovRad / 2 && Math.abs(thetaY) <= vFovRad / 2 + if (inSight) { arrowSprite.visible = false return true } @@ -263,18 +243,13 @@ export function createWaypointSprite (options: { arrowSprite.visible = true arrowSprite.position.copy(pos) - // Calculate the direction vector from camera to waypoint - const direction = new THREE.Vector3(group.position.x, group.position.y, group.position.z).sub(camPos).normalize() - - // Calculate the angle in the XZ plane (horizontal direction) - const horizontalAngle = Math.atan2(direction.x, direction.z) - - // Rotate the arrow to point in the direction of the waypoint - arrowSprite.material.rotation = horizontalAngle + // Angle for rotation relative to screen right/up (derived from camera up vector) + const angle = Math.atan2(ry, rx) + arrowSprite.material.rotation = angle - Math.PI / 2 - // Use the same scale as the main waypoint sprite for consistency + // Use configured arrow pixel size for proper scale const worldUnitsPerScreenHeightAtDist = Math.tan(vFovRad / 2) * 2 * placeDist - const sPx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.TARGET_SCREEN_PX / viewportHeightPx) + const sPx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.ARROW.pixelSize / viewportHeightPx) arrowSprite.scale.set(sPx, sPx, 1) return false } @@ -296,7 +271,16 @@ export function createWaypointSprite (options: { updateDistanceText(currentLabel, `${Math.round(distance)}m`) // Update arrow and visibility const onScreen = updateOffscreenArrow(camera, viewportWidthPx, viewportHeightPx) - setVisible(onScreen) + + // Handle sprite visibility based on config + if (WAYPOINT_CONFIG.ARROW.hideOffscreenSprite) { + // When hideOffscreenSprite is true: show sprite only when in sight + setVisible(onScreen) + } else { + // When hideOffscreenSprite is false: always show sprite (default behavior) + setVisible(true) + } + return onScreen } @@ -361,10 +345,10 @@ function drawCombinedCanvas (color: number, id: string, distance: string, ctx?: ctxCanvas.textBaseline = 'middle' // Title - const nameFontPx = Math.round(sizeCanvas * 0.12) // Increased from 0.08 (~12% of canvas height) - const distanceFontPx = Math.round(sizeCanvas * 0.09) // Increased from 0.06 (~9% of canvas height) + const nameFontPx = Math.round(sizeCanvas * 0.16) + const distanceFontPx = Math.round(sizeCanvas * 0.11) ctxCanvas.font = `bold ${nameFontPx}px mojangles` - ctxCanvas.lineWidth = Math.max(3, Math.round(4 * scale)) // Increased line width for better text outline + ctxCanvas.lineWidth = Math.max(3, Math.round(4 * scale)) const nameY = Math.round(sizeCanvas * WAYPOINT_CONFIG.LAYOUT.NAME_Y) ctxCanvas.strokeStyle = 'black' @@ -374,7 +358,7 @@ function drawCombinedCanvas (color: number, id: string, distance: string, ctx?: // Distance ctxCanvas.font = `bold ${distanceFontPx}px mojangles` - ctxCanvas.lineWidth = Math.max(3, Math.round(3 * scale)) // Increased line width for better text outline + ctxCanvas.lineWidth = Math.max(3, Math.round(3 * scale)) const distanceY = Math.round(sizeCanvas * WAYPOINT_CONFIG.LAYOUT.DISTANCE_Y) ctxCanvas.strokeStyle = 'black' From 50a5a38c600c3a6230ee9e5976920197f1727425 Mon Sep 17 00:00:00 2001 From: Vitaly Turovsky Date: Sat, 20 Sep 2025 02:49:54 +0300 Subject: [PATCH 4/4] REVERT2 --- renderer/viewer/three/waypointSprite.ts | 97 ++++++++++++++++++++++--- 1 file changed, 86 insertions(+), 11 deletions(-) diff --git a/renderer/viewer/three/waypointSprite.ts b/renderer/viewer/three/waypointSprite.ts index 4d2ce93f5..18b37f8d1 100644 --- a/renderer/viewer/three/waypointSprite.ts +++ b/renderer/viewer/three/waypointSprite.ts @@ -65,6 +65,7 @@ export function createWaypointSprite (options: { // Offscreen arrow (detached by default) let arrowSprite: THREE.Sprite | undefined + let offscreenSprite: THREE.Sprite | undefined let arrowParent: THREE.Object3D | null = null let arrowEnabled = WAYPOINT_CONFIG.ARROW.enabledDefault @@ -83,6 +84,15 @@ export function createWaypointSprite (options: { mat.map?.dispose() mat.map = texture mat.needsUpdate = true + + // Update offscreen sprite if it exists + if (offscreenSprite) { + const offscreenTexture = new THREE.CanvasTexture(canvas.cloneNode(true) as HTMLCanvasElement) + const offscreenMat = offscreenSprite.material + offscreenMat.map?.dispose() + offscreenMat.map = offscreenTexture + offscreenMat.needsUpdate = true + } } function setLabel (newLabel?: string) { @@ -93,6 +103,15 @@ export function createWaypointSprite (options: { mat.map?.dispose() mat.map = texture mat.needsUpdate = true + + // Update offscreen sprite if it exists + if (offscreenSprite) { + const offscreenTexture = new THREE.CanvasTexture(canvas.cloneNode(true) as HTMLCanvasElement) + const offscreenMat = offscreenSprite.material + offscreenMat.map?.dispose() + offscreenMat.map = offscreenTexture + offscreenMat.needsUpdate = true + } } function updateDistanceText (label: string, distanceText: string) { @@ -102,6 +121,15 @@ export function createWaypointSprite (options: { mat.map?.dispose() mat.map = texture mat.needsUpdate = true + + // Update offscreen sprite if it exists + if (offscreenSprite) { + const offscreenTexture = new THREE.CanvasTexture(canvas.cloneNode(true) as HTMLCanvasElement) + const offscreenMat = offscreenSprite.material + offscreenMat.map?.dispose() + offscreenMat.map = offscreenTexture + offscreenMat.needsUpdate = true + } } function setVisible (visible: boolean) { @@ -152,6 +180,23 @@ export function createWaypointSprite (options: { if (arrowParent) arrowParent.add(arrowSprite) } + function ensureOffscreenSprite () { + if (offscreenSprite) return + // Create a copy of the main sprite for offscreen display + const canvas = drawCombinedCanvas(color, currentLabel, '0m') + const texture = new THREE.CanvasTexture(canvas) + const material = new THREE.SpriteMaterial({ + map: texture, + transparent: true, + depthTest: false, + depthWrite: false + }) + offscreenSprite = new THREE.Sprite(material) + offscreenSprite.renderOrder = 11 // Between main sprite and arrow + offscreenSprite.visible = false + if (arrowParent) arrowParent.add(offscreenSprite) + } + function enableOffscreenArrow (enabled: boolean) { arrowEnabled = enabled if (!enabled && arrowSprite) arrowSprite.visible = false @@ -159,8 +204,10 @@ export function createWaypointSprite (options: { function setArrowParent (parent: THREE.Object3D | null) { if (arrowSprite?.parent) arrowSprite.parent.remove(arrowSprite) + if (offscreenSprite?.parent) offscreenSprite.parent.remove(offscreenSprite) arrowParent = parent if (arrowSprite && parent) parent.add(arrowSprite) + if (offscreenSprite && parent) parent.add(offscreenSprite) } function updateOffscreenArrow ( @@ -170,7 +217,8 @@ export function createWaypointSprite (options: { ): boolean { if (!arrowEnabled) return true ensureArrow() - if (!arrowSprite) return true + ensureOffscreenSprite() + if (!arrowSprite || !offscreenSprite) return true // Build camera basis using camera.up to respect custom orientations const forward = new THREE.Vector3() @@ -198,6 +246,7 @@ export function createWaypointSprite (options: { const inSight = z > 0 && Math.abs(thetaX) <= hFovRad / 2 && Math.abs(thetaY) <= vFovRad / 2 if (inSight) { arrowSprite.visible = false + offscreenSprite.visible = false return true } @@ -218,8 +267,8 @@ export function createWaypointSprite (options: { // Place on the rectangle border [-1,1]x[-1,1] const s = Math.max(Math.abs(rx), Math.abs(ry)) || 1 - let ndcX = rx / s - let ndcY = ry / s + const ndcX = rx / s + const ndcY = ry / s // Apply padding in pixel space by clamping const padding = WAYPOINT_CONFIG.ARROW.paddingPx @@ -227,21 +276,21 @@ export function createWaypointSprite (options: { const pxY = ((1 - ndcY) * 0.5) * viewportHeightPx const clampedPxX = Math.min(Math.max(pxX, padding), viewportWidthPx - padding) const clampedPxY = Math.min(Math.max(pxY, padding), viewportHeightPx - padding) - ndcX = (clampedPxX / viewportWidthPx) * 2 - 1 - ndcY = -(clampedPxY / viewportHeightPx) * 2 + 1 + const finalNdcX = (clampedPxX / viewportWidthPx) * 2 - 1 + const finalNdcY = -(clampedPxY / viewportHeightPx) * 2 + 1 // Compute world position at a fixed distance in front of the camera using camera basis const placeDist = Math.max(2, camera.near * 4) const halfPlaneHeight = Math.tan(vFovRad / 2) * placeDist const halfPlaneWidth = halfPlaneHeight * aspect - const pos = camPos.clone() + const basePos = camPos.clone() .add(forward.clone().multiplyScalar(placeDist)) - .add(right.clone().multiplyScalar(ndcX * halfPlaneWidth)) - .add(upCam.clone().multiplyScalar(ndcY * halfPlaneHeight)) + .add(right.clone().multiplyScalar(finalNdcX * halfPlaneWidth)) + .add(upCam.clone().multiplyScalar(finalNdcY * halfPlaneHeight)) // Update arrow sprite arrowSprite.visible = true - arrowSprite.position.copy(pos) + arrowSprite.position.copy(basePos) // Angle for rotation relative to screen right/up (derived from camera up vector) const angle = Math.atan2(ry, rx) @@ -249,8 +298,29 @@ export function createWaypointSprite (options: { // Use configured arrow pixel size for proper scale const worldUnitsPerScreenHeightAtDist = Math.tan(vFovRad / 2) * 2 * placeDist - const sPx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.ARROW.pixelSize / viewportHeightPx) - arrowSprite.scale.set(sPx, sPx, 1) + const arrowPx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.ARROW.pixelSize / viewportHeightPx) + arrowSprite.scale.set(arrowPx, arrowPx, 1) + + // Position offscreen sprite offset from arrow toward center to avoid overlap + const offsetDistance = WAYPOINT_CONFIG.ARROW.pixelSize + 30 // Offset distance in pixels + const offsetWorldUnits = worldUnitsPerScreenHeightAtDist * (offsetDistance / viewportHeightPx) + + // Calculate offset direction (opposite to arrow direction, toward screen center) + const offsetX = -finalNdcX * offsetWorldUnits * 0.5 // Move toward center + const offsetY = -finalNdcY * offsetWorldUnits * 0.5 + + const spritePos = basePos.clone() + .add(right.clone().multiplyScalar(offsetX)) + .add(upCam.clone().multiplyScalar(offsetY)) + + offscreenSprite.visible = true + offscreenSprite.position.copy(spritePos) + offscreenSprite.material.rotation = 0 // No rotation for the sprite + + // Scale offscreen sprite to match the main sprite size + const spritePx = worldUnitsPerScreenHeightAtDist * (WAYPOINT_CONFIG.TARGET_SCREEN_PX / viewportHeightPx) + offscreenSprite.scale.set(spritePx, spritePx, 1) + return false } @@ -293,6 +363,11 @@ export function createWaypointSprite (options: { am.map?.dispose() am.dispose() } + if (offscreenSprite) { + const om = offscreenSprite.material + om.map?.dispose() + om.dispose() + } } return {