fix: FOV rays originate from actual camera position (Y=-1), not court edge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -691,10 +691,8 @@ function addStereocameras(scene) {
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return new THREE.Vector3(px, py, 0.015);
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return new THREE.Vector3(px, py, 0.015);
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}
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}
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// Camera position projected onto court near edge (Y=0)
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// Camera actual position (behind court at Y=-1)
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var camOnCourt = new THREE.Vector3(
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var camOnCourt = new THREE.Vector3(cx, oy, 0.015);
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Math.max(courtMinX, Math.min(courtMaxX, cx)), courtMinY, 0.015
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);
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// Far edge points
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// Far edge points
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var farPoints = [];
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var farPoints = [];
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