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Generalize the studio into a Platform/DeviceModel abstraction so it renders both iPhone and iPad sets from one code path. - Platform: per-target canvas (iPad 2064x2752), 3D model, capture sim, and output subfolder (iPad -> <Language>/iPad/). PLATFORM=iphone|ipad. - DeviceModel: screen material, orientation (yaw) fix, optional glass mesh, graphite recolor — the per-model quirks the renderer needs. - SceneKit renderer: auto-generates planar UVs for screen meshes that ship without them; textures every material matching the screen name; zFar scaled for large-unit models; body recolor skips the real screen material. - iPad uses a CC BY 4.0 model (commercial-safe) with real bezel geometry; first-pass iPad layouts for all four screens. capture.sh is PLATFORM-aware. Remove now-dead code: the 2D mockup fallback (ClipDeviceRenderer, MockupGeometry), the orbit ring and binary-tunnel (superseded by the route arc and the encryption-flow), unused DeviceModel UV/inset workarounds; refresh the README and .gitignore to match.
869 B
869 B
Third-party asset attributions
iphone-17-pro-max.usdz
- Title: iphone 17 pro max silver
- Author: TechFreak (Sketchfab)
- Source: https://sketchfab.com/3d-models/iphone-17-pro-max-silver-9dbfe0d846f341bf9fc501a854f5de1a
- License: Creative Commons Attribution 4.0 (CC BY 4.0) — https://creativecommons.org/licenses/by/4.0/
ipad-pro.usdz
- Title: 2018 Apple iPad Pro
- Author: lazercar (Sketchfab)
- License: Creative Commons Attribution 4.0 (CC BY 4.0) — https://creativecommons.org/licenses/by/4.0/
CC BY 4.0 requires visible credit wherever these models (or renders derived from them) are published. The App Store screenshots produced by this studio are derivatives, so keep this attribution with the project. If a suitable place exists (e.g. the app's acknowledgements / licenses screen), surface the credit there as well.