feat(render): double-single fills for the face3d pipeline

Table / PolyfaceMesh / greek-text / mleader-background fills go through
the face3d pipeline; their vertices were single f32 and quantized at UTM
scale. WireModel now carries a fill_tris_low residual (filled by the
tessellate Lines path), Face3DVertex gains position_low (location 3), and
face3d.wgsl reconstructs the eye-relative position from the pair. 3DFACE
quads built from key_vertices use a zero residual (no low source).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-06-23 18:28:52 +03:00
1 parent bd12cc2f5a
commit c0f3d0de5e
41 files changed
+107 -28

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@@ -25,9 +25,10 @@ struct Uniforms {
var<uniform> u: Uniforms;
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) draw_depth: f32,
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
@location(2) draw_depth: f32,
@location(3) position_low: vec3<f32>,
};
struct VertexOut {
@@ -42,7 +43,8 @@ const DRAW_ORDER_BIAS: f32 = 0.001;
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
out.clip_pos = u.view_rot * vec4<f32>((v.position - u.eye_high) - u.eye_low, 1.0);
let rel = (v.position - u.eye_high) + (v.position_low - u.eye_low);
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = v.color;
return out;