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V3: render isolated groups in editor and runtime pipelines - #154
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git-chad merged 10 commits intoOct 1, 2026
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…roup failures Media load callbacks now ignore replaced or removed passes and pending loads are cleared on disposal. Strict-mode pass failures are reported once at the originating pass instead of at every group boundary.
git-chad
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git-chad/v3-alpha-compositing
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git-chad/shader-lab-v3-plan
October 1, 2026 15:12
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The renderer previously processed every layer in one global chain, so it could not give a group its own effect scope. Internal renderer frames now accept isolated groups: each group renders its children against transparent targets and blends the combined result into its parent. A threshold effect inside a photographic group affects that group while the surrounding background and upper layers retain their colors.
Stacked on #153; base branch:
git-chad/v3-alpha-compositing. Part of the V3 integration in #150. Nothing in this stack merges tomainuntil the required V3 roadmap is complete.Validation:
bun run test:compositionpasses all frozen PNG/project/blend baselines, the existing 34 media and 100 alpha samples, and 52 new group checks. The group suite uses real editor/runtime pipelines and verifies scope, overlap, ordering, nesting, visibility, reparenting, resize/disposal, transparent external input, the headless entry point, and exact preview/PNG parity. Nested image orientation and soft edges match the flat render.bun run check, runtime and MCP typechecks, and changeset validation pass; only the pre-existing local lint warnings remain. No frozen baselines were changed.Each group currently owns two full-resolution RGBA16F targets (about 32 MiB at 1080p), reused between frames. Large-scene performance and target pooling remain follow-up work. No new UI controls are exposed in this renderer-only slice.