perf(render): keep solid meshes resident

Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
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Hakan Seven committed 2026-08-12 16:02:10 +03:00
1 parent 15ab027d70
commit 5e8221f8f1
9 files changed
+756 -1012

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@@ -51,19 +51,24 @@ struct MeshInstance {
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(1) @binding(15) var<storage, read> mesh_instances: array<MeshInstance>;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(3) position_low: vec3<f32>,
};
struct InstanceIn {
@location(4) model_row_0: vec4<f32>,
@location(5) model_row_1: vec4<f32>,
@location(7) model_row_2: vec4<f32>,
@location(8) translation_low: vec4<f32>,
};
@vertex
fn vs_main(
vertex: VertexIn,
@builtin(instance_index) instance_index: u32,
instance: InstanceIn,
) -> @builtin(position) vec4<f32> {
let instance = mesh_instances[instance_index];
let world_high = vec3<f32>(
dot(instance.model_row_0.xyz, vertex.position) + instance.model_row_0.w,
dot(instance.model_row_1.xyz, vertex.position) + instance.model_row_1.w,