One room instead of two stacked panels
The roster rail and the agent demonstration were two rectangles sitting on top of each other. Measuring them was the fastest way to see why it felt heavy.
The complaint was that it looked repetitive. The measurement was more specific than the complaint: at 1440 by 900 with a scene open, the rail occupied x 128, width 1184, from y 67 to 188; the scene occupied x 128, width 1184, from y 153 to 876. Same abscissa, same width, one on top of the other, overlapping by thirty-five pixels.
Two boxes of identical footprint each carrying its own frosted surface, each with its own soft edge, and a seam between them. The eye counts the boxes instead of reading the agent.
#One surface, two regions
The fix was structural rather than cosmetic: the two components became one. The glass belongs to the room; the dock and the scene have no background, no border and no shadow of their own. A frosted surface should group an experience, not frame each line inside it.
#Three measurements decided the rest
- The artefact takes 60% of the room and the reading takes 40. The previous split was 49/51 — the application and the text carried the same weight, which is not what the page is selling.
- The dock drops to the rail sprite size when a scene opens. The owl sprite does not compress, so fifteen card-size faces demand 1,072 px in a room that offers 869 at 1024 — 210 px of horizontal overflow, measured.
- The glass closes with two crossed linear gradients rather than a radial mask. A radial gradient never reaches zero on a wide box: at 124% radius on 1,270 px, the left edge is still 79% opaque, which is why a hard vertical edge was visible at x 85 — a jump from RGB 7 to 12 in five pixels.
EvidenceAfter the change, the brightness profile across the left edge rises from 6 to 13 over 160 pixels with no step. That is the whole difference between a plate and a volume.
#Sources
- Deskworth Landing — commit history of the Liquid Glass passDeskworthInternal document, not published
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