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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+25 -17
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@@ -19,30 +19,37 @@ pub struct MeshVertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub color: [f32; 4],
pub position_low: [f32; 3],
}
impl MeshVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, normal) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, color) as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, position_low) as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x3,
},
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<MeshVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 24,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
],
attributes: ATTRS,
}
}
}
@@ -133,6 +140,7 @@ impl MeshGpu {
position: pos,
normal,
color,
position_low: mesh.verts_low.get(i).copied().unwrap_or([0.0; 3]),
}
})
.collect();