fix(screenshots): level the elevation cameras for straight verticals
archviz rule: an elevation must not lean. hero-facade-front looked up ~4 deg from 4.2 m at a 7.6 m target (columns converged); demo-spawn-view and demo-street-level were pitched too. All three now sit at the target's height, so pitch and roll are zero by construction and the verticals stay parallel. Screenshots re-rendered. A pixel-based verticality check is useless here (banners and windows break naive edge matching), so the guarantee is geometric and is recorded that way in the README and MEMORY.
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@@ -495,3 +495,15 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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`v0.1.2` cut after the merge.
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- Assumptions recorded rather than hidden: dentil spacing, base and abacus
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dimensions are not resolvable in our reference photography.
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## 2026-11-09 — elevation cameras levelled (straight verticals)
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- archviz MUST: an elevation must not lean. `hero-facade-front` looked up ~4° from
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4.2 m at a 7.6 m target; `demo-spawn-view` and `demo-street-level` were pitched
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too. All three now put the camera at the target's height, so
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`FindLookAtRotation` yields pitch 0 and roll 0 and verticals are parallel by
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construction.
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- Do not try to *measure* verticality from the rendered PNG with a naive edge
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scan: banners, windows and the parapet produce different edge sets at different
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heights and the pairwise match is meaningless (it reported a 418 px "drift").
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Verify it geometrically in the camera list instead.
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@@ -236,7 +236,11 @@ try:
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# the plinth, which is what "portal detail" means here.
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("hero-portals", unreal.Vector(hero_x + 100, -2250, 170), unreal.Vector(hero_x + 100, hero_y, 230)),
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# straight on from the north sidewalk; the building body spans Y -1443..+250
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("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 420), unreal.Vector(hero_x, hero_y + 400, 760)),
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# Level horizon: camera height == target height, so the elevation's
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# verticals stay parallel. The old shot looked up ~4 deg from 4.2 m at a
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# 7.6 m target, which converged the columns — the one thing an
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# architectural elevation must not do (archviz: "straight verticals").
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("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 760), unreal.Vector(hero_x, hero_y + 400, 760)),
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# oblique from the north-west, reading the colonnade in depth
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("hero-facade-oblique", unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700)),
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]
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@@ -276,12 +280,14 @@ try:
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demo_shots = [
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# 14 m back so the 14.5 m elevation fits: at 2 m the camera sees only
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# the colonnade's underside.
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("demo-spawn-view", unreal.Vector(-13336, -3100, 420), unreal.Vector(-13336, 1300, 620)),
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# Level horizon for the same reason: a block elevation is read by its
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# verticals, and a pitched camera makes them lean.
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("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620)),
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# Street level, from the north sidewalk: the old camera sat at Y -400,
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# inside the facade body (which spans Y -1457..-200), so it looked at
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# the unlit back face. Y -2600 is on the sidewalk in front of the lit
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# elevation.
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("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 400)),
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("demo-street-level", unreal.Vector(-13420, -1650, 170), unreal.Vector(-13336, 1300, 170)),
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# The designated mid-block crossing. Street arc length runs from the
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# west end (s=0 at X -27966 cm), so s=130.1 m is UE X -14956, not the
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# -24291 the old camera used (that is the s=36.6 crossing). Camera sits
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