feat(render): double-single vertices for the mesh pipeline

3D solid / surface meshes were the last single-f32 path. truck's mesh
tessellation now returns a paired verts_low residual (TruckTessResult::Mesh,
polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset
and block-instance transforms reconstruct the f64 position and re-split it
after subtracting world_offset, MeshVertex gains position_low (location 3),
and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS /
OBJ mesh paths default to a zero residual (no regression — they were never
sub-f32 precise).

With this every world-space pipeline (wire, hatch, image, face3d, mesh)
is full double-single relative-to-eye; large-coordinate jitter is gone.

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 c0f3d0de5e
commit ddf6344dbe
10 files changed
+112 -46

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+4 -1
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@@ -9,8 +9,11 @@
pub struct MeshModel {
/// Unique identifier (entity handle value as decimal string).
pub name: String,
/// World-space vertex positions.
/// World-space vertex positions (high half of the double-single pair).
pub verts: Vec<[f32; 3]>,
/// Low residual paired with `verts` so meshes stay precise at UTM scale.
/// Empty = all-zero (legacy / interactive meshes near the origin).
pub verts_low: Vec<[f32; 3]>,
/// Per-vertex normals (may be empty if not available).
pub normals: Vec<[f32; 3]>,
/// Triangle indices into `verts` (every 3 values = one triangle).
+2
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@@ -172,12 +172,14 @@ pub fn mesh_from_solid(solid: &Solid, color: [f32; 4]) -> Option<MeshLodSet> {
match tessellate_solid(solid, [0.0; 3]) {
TruckTessResult::Mesh {
verts,
verts_low,
normals,
indices,
} if !indices.is_empty() => {
let mesh = MeshModel {
name: String::new(),
verts,
verts_low,
normals,
indices,
color,