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Complex shading modifiers - #28

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Tesshub wants to merge 7 commits into
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complex-shading-modifiers
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Complex shading modifiers#28
Tesshub wants to merge 7 commits into
mainfrom
complex-shading-modifiers

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@Tesshub Tesshub commented Aug 21, 2026

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Tesshub and others added 7 commits July 24, 2026 14:58
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…state

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
WindowShadingControl was missing Zone_Name and Shading_Control_Is_Scheduled
(both required by EnergyPlus), and the "with shading" construction only
contained the shade/blind/screen material itself instead of that layer
plus the window's actual base glazing - an invalid single-layer
construction. All three now build a combined construction from the
window's current base construction, positioning the shading layer as
outermost or innermost depending on Shading_Type.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- document set_screen and both set_complex_fenestration_state input modes
  (idf_fragment_path from WINDOW, raw description matrices)
- fix non-uniform louver demo to use Positions within the actual window
  height, and drop the building's pre-existing context shading before the
  first plot_idf_geometry call
- add a classic Blind vs BSDF comparison on a dedicated mini building
  (resources/mini_compare_building.idf), simulating transmitted solar
  radiation for the same slat geometry represented via WindowMaterial:Blind
  vs a real WINDOW export (resources/horizontal_venetian_blind_Bsdf.idf),
  with a caveat on what the observed difference is (and isn't) explained by

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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