Visual overhaul addressing render glitches and adding wow factor.
Type:
- Display: Fraunces -> Instrument Serif (more elegant, italic-forward)
- Body: Inter -> Geist (tighter, more contemporary)
- Mono: JetBrains -> Geist Mono
Logo:
- New SVG mark — pairs a gabled vernacular silhouette with a glass-grid
contemporary tower, divided by a ground line. Communicates "2D3D" through
architectural language rather than typography.
- Component supports mark / full / inverse variants
- Favicon + apple-touch-icon updated to match
- OG image regenerated with new palette and 3 representative house silhouettes
3D models (houses.ts):
- Switched to MeshToonMaterial with a 3-step gradient LUT — flat designer-toy
look that's forgiving of low-poly approximations
- Reworked geometry across all six typologies for consistent scale and clean
composition (real arches via ExtrudeGeometry on cula loggia, proper sasesc
roof shapes via extruded slope, contemporary slats sized to volume)
- Per-house camera framing
- 2D->3D intro animation when scene first becomes visible — house extrudes
from a flat plane (on-brand for the 2d3d.ro concept)
- Subtle breathing y-translation while idle
- Hover speeds up the spin smoothly
Animations:
- Word-split + staggered reveal for hero headline
- IntersectionObserver-based reveal-on-scroll for [data-reveal]/[data-reveal-blur]
- Animated number counters (Romanian locale)
- Magnetic hover on CTAs and brand mark
- Cursor-tracking radial glow in hero
- Section dividers with blueprint dimension-line aesthetic
- Marquee strip listing typology names in intro
- Glow-ring (animated conic gradient) on primary CTAs
Palette refined — slightly less saturated terra/wood/sky-mist for a more
sophisticated tone.
All animations respect prefers-reduced-motion. Off-screen 3D scenes still
paused via the prior IntersectionObserver fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous build kicked off 7 simultaneous WebGL render loops (1 hero + 6
typology canvases), each running at 60fps with shadow recompute, multiple
directional lights and (on the contemporary house) an expensive
MeshPhysicalMaterial with transmission. By the bottom of the page the GPU
budget was completely saturated and scrolling juddered.
Changes:
- Scene render loop now respects an `active` flag; rAF stops when paused
- IntersectionObserver in bootstrap activates only canvases in/near viewport
(rootMargin 150px), pauses the rest
- Hero scene also gets its own IO so it stops rendering once scrolled past
- visibilitychange listener pauses every scene when the tab is backgrounded
- Hero canvas shadow render is on-demand via a `needsRender` flag — auto-rotate
still triggers a re-render each frame (otherwise nothing moves), but pointer
drag, resize and idle frames coalesce
- Replaced MeshPhysicalMaterial (multi-pass transmission) with a cheap
MeshStandardMaterial for contemporary house glass — visually almost identical
- Reduced per-scene lighting from hemi+key+fill+rim (4 lights) to hemi+key (2)
- DPR cap lowered from 2 to 1.5 — invisible at typical viewing distance
- Disabled MSAA when DPR > 1.25; relies on supersampling instead
End-of-page scroll should now be smooth on integrated GPUs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>