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chore: Upgrade to luma.gl 9.3.0-alpha.10 #10123
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chore: Upgrade to luma.gl 9.3.0-alpha.9
ibgreen 25e8b6c
wip
ibgreen 8833086
datafilter
ibgreen 159d31b
fix
ibgreen 56ea083
fixes
ibgreen 74f85a4
constants
ibgreen 11f29b4
Merge branch 'master' into ib/luma-930-alpha.9
ibgreen cc0e3b3
Merge branch 'master' into ib/luma-930-alpha.9
ibgreen 5fcd1ed
vite7
ibgreen 5b33968
Address comments
ibgreen 72db7d3
fix
ibgreen 6d71dad
yarn.lock
ibgreen 42984d0
constants
ibgreen b932c7e
wip
ibgreen ee22c81
Merge branch 'master' into ib/luma-930-alpha.9
ibgreen d0cc784
constants
ibgreen db90a0d
lint
ibgreen 04c6329
fix
ibgreen 0cfd90e
mvt-tests
ibgreen 89dd12b
timeouts
ibgreen 6919206
timeout-message
ibgreen 3a68bc4
Merge branch 'master' into ib/luma-930-alpha.9
ibgreen 0ad40b8
fix
ibgreen b4fdf87
lint
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ProjectUniformsbefore opting it intostd140Making
projectUniformsalayout(std140)block changes everyvec3in this UBO to a 16-byte slot, but the matching WGSL struct inmodules/core/src/shaderlib/project/project.wgsl.tsstill packsprojectionMode,devicePixelRatio,commonOrigin, etc. immediately after the precedingvec3<f32>fields. On WebGPU, any layer that uses the sharedprojectmodule will therefore read those uniforms from the wrong offsets and produce corrupted transforms. This needs explicit padding on the WGSL side (or the GLSL block must stay out ofstd140).Useful? React with 👍 / 👎.
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Why? Doesn't luma.gl calculate offsets using the appropriate layout for each device?