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GeezerVison is showing github.com — Commits · CubeCoders/JetExamples

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  1. Commits on Nov 3, 2026

    • Enable compact renderer memory layouts in ESP 88

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  2. Commits on Sep 24, 2026

    • Use lossless indexed textures in ESP 88 and update Jet

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    • Preserve JetExamples initial MIT licence history

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    • Publish ESP32 example gallery and board setup documentation

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    • Add REPEAT instancing showcase and measured S3 scaling

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    • Initial commit

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    • Mark MATTER exhibition approved

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    • Separate colour mobile paths and correct knot lighting

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    • Improve MATTER clearances, framing and metallic gears

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    • Add MATTER procedural art exhibition for ESP32

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    • Keep desktop overlays out of water reflection sources

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    • Stage ESP 88 skid and pursuit with exterior rain and waterfront credits

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    • Animate lens zooms for the gauge, takeoff and final fly-by

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    • Simplify cockpit and calibrate MPH motion, camera clearance and flight pitch

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    • Seal the coupe and stage a continuous fly-by ending with full-resolution export

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  3. Commits on Sep 23, 2026

    • Reframe the film and extend city visibility with stronger contrast

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    • Enclose the cinematic cockpit around the driver view

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    • Add ION cinematic review with original coupe and native video export

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    • Record S3 approval of the pine LOD showcase

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    • Replace intersecting oak with efficient painter-rendered pine LOD

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    • Use per-pixel depth for intersecting Woodland canopy meshes

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    • Add Woodland mesh LOD and billboard comparison showcase

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    • Add Air Mail sprite controls showcase with daylight countryside

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    • Bring courtyard camera closer with a wider moving view

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    • Add After Hours courtyard with fake lights and mirrored-mesh floor

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    • Add S3 Particle Lab and include effect draws in performance counters

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    • Add approved S3 smooth and cel-shaded teapot comparison

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    • Add approved S3 CRT arcade comparison and field-aware Jet support

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    • Add S3 Texture Lab addressing, palette and LOD showcase

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    • Brighten the neon workshop, paint ambient light and window reflections

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    • Inset the rectangular shadow beneath the car footprint

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    • Simplify car floor grid and contact shadow to approach 60 fields per second

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    • Render all four car wheels unlit while preserving glossy body paint

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    • Use nearest sampling for car windows and measure S3 cadence

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    • Record matched S3 car texture-filtering measurements

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