Commit Graph
65 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 0d18e0d1bf perf(scene): batch the selection-overlay wire pass too
Follow-up to 3.3. The selection xray pass still built one buffer + one
draw call per selected wire, so select-all over a large drawing issued a
draw per entity. That pass applies neither scissor nor mesh-edge skip, so
all selected wires merge into one order-preserving run via from_run.
Removes the now-dead WireGpu::new / build per-wire constructors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 09:44:12 +03:00
Hakan SevenandClaude Opus 4.8 c6e17deb7e perf(scene): batch the wire pass into per-run draw calls
Phase 3.3. upload_wires built one GPU instance buffer + one draw call per
WireModel — tens of thousands on a large drawing, a major per-frame CPU /
driver cost. Merge maximal runs of consecutive wires that share scissor +
mesh-edge state into one concatenated instance buffer each (WireGpu::
from_run); the existing draw loop then issues a single draw per run. A 2D
model (uniform None scissor, no mesh edges) collapses to one buffer + one
draw.

Runs are consecutive, never globally regrouped, so the sorted wire order
is preserved exactly — depth-biased overlap and alpha blending both
resolve in submission order, so the image is unchanged. from_run
guarantees instance order (index-ordered collect + sequential flatten).
The WireInstance layout, shader, scissor projection and draw loop are
untouched; only buffer packing changed. Selection overlay stays per-wire.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 09:35:18 +03:00
Hakan SevenandClaude Opus 4.8 0f40cfa054 perf(scene): skip wire GPU re-upload when only the camera moved
Phase 3.2 (wire pan path). Wire vertex buffers are world-space, so a
camera move changes only the view_proj uniform (uploaded every frame),
never the wire data — yet upload_wires re-ran on every camera_generation
tick, re-packing vertices and re-writing the GPU buffer on each pan.

Stamp every Model-tile re-tessellation with a monotonic content id
(WIRE_CONTENT_GEN), reused when a pan reuses the tessellation. The
pipeline records the resident buffer's id and skips upload_wires when the
incoming id matches. The gate is pulled out of the (epoch, camera_gen)
block so a preview/interim wire change still uploads even with a static
camera; non-tile paths and overlay frames force a fresh id, preserving
current behaviour. Monotonic id sidesteps the ABA hazard a freed/realloc'd
Arc pointer would carry.

Pairs with the pan tessellation reuse: a pan now skips both the CPU
re-tessellation and the GPU wire upload.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 09:16:44 +03:00
Hakan SevenandClaude Opus 4.8 70702d063f perf(hash): swap std HashMap/HashSet for rustc-hash FxHash
Phase 4.1. Handle / u64 keys dominate the hot maps (block_defn,
hatch / image / mesh caches, draw-depth map, viewport wire caches);
the default SipHash is wasted work on integer keys. Alias the std
types to rustc_hash::FxHashMap / FxHashSet crate-wide so every map and
set — including the cross-module draw-depth map shared between scene
and the GPU pipelines — uses the faster hasher consistently.

Mechanical: no behavioural change. Constructors moved from ::new() to
::default() (Fx variants carry no RandomState). Build + 13 tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 00:35:53 +03:00
Hakan SevenandClaude Opus 4.8 66f7d24bc9 feat(statusbar): transparency-display toggle (TPY pill)
Add a transparency_enable uniform read by the wire shader: when the new
TPY pill is off, every line is forced opaque; when on, baked entity
transparency shows through. Toggling is a uniform write, no retessellate
(same mechanism as the lineweight-display toggle). Pill is toggleable
from the status-bar customization menu.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:25:09 +03:00
Hakan Seven 9fa33ec7a0 fix(wire_gpu): correct offset calculation for wire midpoint positioning 2026-05-31 10:24:27 +03:00
Hakan SevenandClaude Opus 4.8 7190df8274 feat(mtext): edit text directly in the preview with a caret
The rendered MText preview is now an editable surface: it shows a text caret,
click to position it between glyphs, and type/Backspace/Delete/Enter to edit.
Left/Right arrows move the caret; drag-selection + toolbar formatting still
work and typing replaces a selection.

Keystrokes are routed by mapping visible-character offsets to byte spans in
the value (raw newlines count as paragraph breaks, matching the layout). While
the preview is open the command line releases its on_input so typed glyphs
reach the preview instead, and the caret starts at the end of the text so
typing works without a click first.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-31 10:16:30 +03:00
Hakan SevenandClaude Opus 4.8 09e7e90aae feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
Hakan SevenandClaude Opus 4.7 3d24dd5168 fix(viewport): blit UV crop for off-canvas viewports
Refactor the per-viewport blit so a content viewport whose screen rect
extends off the canvas composites the correct slice of its MSAA target
to the visible portion of the surface, instead of being slammed against
the canvas corner by an `(f32 as u32)` saturation on the negative
offset.

- blit.wgsl + Pipeline gain a small uniform buffer (`uv_offset` /
  `uv_scale`). `Primitive::prepare` computes the per-viewport crop from
  `screen_rect`'s on-canvas fraction and writes it via the new
  `upload_blit_uv` helper while it still has the `Queue`.
- `Pipeline::render` now takes `vp_size` (full vp — MSAA / camera size)
  and `surface_dest` (visible intersection — blit destination) and
  reads the crop from the uniform; passes that don't have a non-empty
  surface intersection are skipped.
- `Primitive::render` clips the full vp rect against the surface clip
  in `i32` and skips empty intersections. The earlier "skip GPU for
  inactive off-canvas viewports" workaround in `active_viewports` is
  no longer needed.
- ViewCube draws only when its hosting vp is fully on-canvas (its own
  pipeline writes directly to the surface and would distort under a
  clamped `set_viewport`).

With the GPU path correct for every vp position, drop
`viewport_content_wires` from `paper_canvas_wires` — the inactive
viewport CPU projection was only there to mask the blit bug and was
duplicating the unified shader's output. The hit-test / snap path
(`entity_wires_arc`, `wires_for_block`) still calls
`viewport_content_wires` directly, so picking through inactive
viewports keeps working.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:15:00 +03:00
Hakan SevenandClaude Opus 4.7 dac835fe33 fix(viewport): use premultiplied blend on surface blit
Geometry passes draw with standard `SrcAlpha / 1-SrcAlpha` into a
transparent MSAA target, so AA-edge fragments sit as `(rgb * a, a)` in
the resolve texture. The previous straight-alpha blit then multiplied
those by `a` a second time, darkening thin lines and curves over the
transparent background. `PREMULTIPLIED_ALPHA_BLENDING` matches what is
actually in the resolve texture and renders edges at full intensity
while still leaving fully-transparent pixels untouched on the surface.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 10:29:05 +03:00
Hakan SevenandClaude Opus 4.7 8d64426087 refactor(viewport): unify paper into one shader, transparent clear
Collapse the paper-space rendering path into the same shader widget the
model layout uses. The PaperCanvas widget draws the paper sheet, paper
entities and viewport borders underneath; the unified shader paints all
content viewports on top, scissored to each viewport's rect.

- Drop PaperViewportPane / PaperViewportPipeline newtype /
  PaperViewportPrimitive, ViewportPaneMode::Paper, ViewportPane::paper,
  build_primitive and build_viewport_primitive. Scene exposes only
  build_viewports.
- view.rs: the paper branch stacks PaperCanvas + the unified shader
  instead of the old paper_canvas_view function. The active paper
  viewport's blue border, render-mode picker and ViewCube hit-area are
  layered in the same viewport_stack as the model layout.
- Transparent shader clear (alpha=0) + alpha-blended blit pipeline so
  the underlying widget (container bg in model, PaperCanvas sheet in
  paper) shows through everywhere the shader has not painted geometry —
  including inside content viewport rectangles.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 10:03:01 +03:00
Hakan SevenandClaude Opus 4.7 b073421b92 refactor(viewport): Primitive carries Vec<ViewportData> + MultiPipeline (step 2-3/8)
Birleşik viewport mimarisinin yapısal temeli. Primitive artık tek kamera/
geometri yerine viewport başına bir ViewportData listesi taşıyor; yeni
MultiPipeline her viewport için bir iç Pipeline instance tutuyor.
prepare/render viewport listesi üzerinde dönüp her iç-pipeline'ı kendi
(normalized) ekran rect'ine çiziyor.

Mevcut Pipeline kodu (upload/LOD/render/blit) HİÇ değişmedi — sadece
viewport başına bir kez çalışıyor. build_primitive ve
build_viewport_primitive tek-elemanlı liste (FULL_VIEWPORT_RECT)
ürettiği için render davranışı tek-viewport ile birebir aynı; çoklu
viewport sonraki adımda (view.rs tek widget + active_viewports) aktive
edilecek.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:47:42 +03:00
Hakan SevenandClaude Opus 4.7 874226bd43 feat(input): relative coordinate entry (@/#) and DYN default — #26
Koordinat girişi artık göreli/mutlak ayrımını destekliyor:
- `@x,y[,z]` → son girilen noktaya göreli (UCS eksenlerinde döndürülür)
- `#x,y[,z]` → her zaman mutlak (DYN durumundan bağımsız)
- ön ek yok → DYN açıksa göreli, kapalıysa mutlak
İlk noktada referans olmadığından göreli giriş mutlağa düşer. Çözülen
WCS noktası last_point olarak saklanıyor, böylece ardışık göreli
girişler zincirleniyor.

parse_coord artık (Vec3, CoordKind) döndürüyor; relative offset için
ucs_rotate_vec eklendi (origin translation olmadan UCS rotasyonu).
UCS ORIGIN komutu prefix'i yok sayıp mutlak kalıyor.

Ayrıca ViewCube snap refactor'undan kalan kullanılmayan kod temizlendi:
angle_close, active_viewport_yaw_pitch, CubeRegion::snap_angles.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 11:40:28 +03:00
Hakan SevenandClaude Opus 4.7 451239c4f9 fix(viewcube): snap to direction with nearest-canonical up axis
ViewCube tıklaması artık sabit (yaw, pitch) tablosu yerine bir yön
vektörüne (eye direction) snap ediyor. Up vektörü şöyle seçiliyor:

  1. Mevcut up alın.
  2. ±X / ±Y / ±Z arasından (yeni gaze ile (anti-)paralel olmayanlar)
     mevcut up'a en yüksek dot-product veren cardinal axis'i seç.
  3. Bu axis'i yeni gaze yönüne dik plane'e projekte et ve up olarak
     kullan.

Sonuç:
- Küçük tilt'ler ilgili canonical axis'e snap olarak temizleniyor.
- TOP yukarıda iken TOP-LEFT edge tıklayınca TOP yukarıda kalıyor;
  cube edge'e dönüyor ama kullanıcının "yukarı" hissi korunuyor.
- Upside-down orbit edilmişse -Z up olarak seçilir, snap baş aşağı
  yapılandırmayı bozmuyor.

CubeRegion::snap_angles ve Camera::snap_to_angles yerini
snap_direction / snap_to_direction aldı.
snap_active_viewport_to_direction viewport'un view_direction'ını
günceller, twist_angle'a dokunmaz.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 08:09:38 +03:00
Hakan SevenandClaude Opus 4.7 3a64f98755 fix(render): hide PolyfaceMesh outline edges in shaded modes
PolyfaceMesh / PolygonMesh için outline edges WireModel.points üzerinden
gpu_wires'a giriyor; bu nedenle FlatShaded / GouraudShaded modlarında
shaded yüzeyin üstünde görünmeye devam ediyordu. WireGpu artık kaynak
WireModel'da fill_tris doluysa 'is_3d_mesh_edge' bayrağını set ediyor;
wire pass'i show_3d_edges=false iken bu instance'ları atlıyor.
*WithEdges, Wireframe ve HiddenLine modları show_3d_edges=true ile
geliyor — mesh kenarları orada görünür kalır.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 06:36:59 +03:00
Hakan SevenandClaude Opus 4.7 132efe6574 feat(render): Flat/Gouraud shading, WithEdges overlay, paper-viewport mode
Faz 3 — FlatShaded vs GouraudShaded
- Uniforms.flat_shade (f32, 0/1) + mesh shader fragment derivative
  bazlı per-triangle face normal hesabı; GouraudShaded ise interpolate
  edilen vertex normalini kullanıyor.

Faz 4 — *WithEdges varyantları
- Pipeline::render.show_3d_edges parametresi:
  - FlatShaded / GouraudShaded → 3DFACE edge pass'i atlanıyor
  - *WithEdges varyantları → shaded fill'in üstüne mesh_wireframe
    pipeline ile triangle-edge overlay (LessEqual depth test ile)
  - face3d_edges pass'i show_3d_edges ile gate'lendi

Faz 5 — Paper-space viewport entity round-trip
- build_viewport_primitive / build_active_viewport_primitive artık
  render_mode parametresi almıyor; viewport entity'sinin kendi
  render_mode alanından okuyor. PaperViewportPane'dan render_mode
  field'i kaldırıldı. Model layout'taki tab.render_mode hala
  pick_list ile yönetiliyor.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 05:57:19 +03:00
Hakan SevenandClaude Opus 4.7 56834dfba6 feat(render): HiddenLine mode via depth-only prepass
3D yüzeyleri (Solid3D mesh, 3DFACE quad, PolyfaceMesh/PolygonMesh face
tris) HiddenLine modunda renk yazmadan z-buffer'a yazıyor; ardından
kenarlar wireframe pipeline ile çizilince LessEqual depth testi
arkadaki segmentleri eliyor. 2D fill'ler (text greek, MultiLeader
arka planı) ayrı bir vertex buffer'a ayrıldı ve her modda renkli
çizilmeye devam ediyor.

- Face3DGpu: vertex_buffer artık 3D / 2D olarak ikiye ayrıldı
- mesh_depth_pipeline + face3d_depth_pipeline (write_mask=empty)
- RenderModeFlags.hidden_line + Primitive.hidden_line plumbing

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 05:40:39 +03:00
Hakan SevenandClaude Opus 4.7 8dbdebeedc feat(render): wireframe modes hide mesh & 3D fills
Wireframe 2D/3D modlarında Solid3D meshlerini edge-only çizmek için
LineList topolojili bir mesh wireframe pipeline ve her üçgenin
(a,b),(b,c),(c,a) kenarlarına genişletilmiş ayrı bir index buffer
eklendi. PolyfaceMesh / PolygonMesh face fill'leri (fill_tris + dolu
points) wireframe'de gizleniyor; text greek / MultiLeader gibi 2D
fill'ler (points boş) etkilenmiyor.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 05:28:20 +03:00
Hakan SevenandClaude Opus 4.7 2145ab8a66 feat(render): phase 0 — render-mode pick_list + 3-flag pipeline plumbing
Replaces the binary Wireframe/Solid toggle with a 7-mode dropdown
that maps onto acadrust's `ViewportRenderMode` enum: Wireframe 2D /
Wireframe 3D / Hidden Line / Flat Shaded / Gouraud Shaded / Flat
Shaded + Edges / Gouraud Shaded + Edges. Per-tab state lives on
`DocumentTab::render_mode`; the old `SetWireframe` message forwards
to `SetRenderMode` so the ribbon + WIREFRAME / SOLID command line
keep working.

`scene::render::render_mode_flags()` translates the mode into three
pipeline-facing booleans (`face3d_fill`, `mesh_fill`,
`show_3d_edges`); `mesh_fill` / `show_3d_edges` are stubs that the
upcoming phases will consume. `Primitive` carries the derived
`view_wireframe` plus the two new fields through to `prepare()`.

`Pipeline::upload_face3d` takes a `wireframe_only` flag that drops
3DFACE quad fills (built from `key_vertices`) while keeping the
`all_wires.fill_tris` channel — that channel carries text-LOD greek
rectangles and PolyfaceMesh face triangles which must stay visible
in wireframe mode. 3DFACE edges stay on regardless of mode.

Solid3D mesh wireframe rendering, Hidden Line z-prepass, and Flat /
Gouraud shader uniforms come in phases 1–4.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 00:08:37 +03:00
Hakan SevenandClaude Opus 4.7 39150d617f feat(commandline): always-on keyboard capture + space submits like enter
Two behaviour changes that bring the command line in line with
established CAD workflow:

1. **Always-on keyboard capture.** The input was blurred whenever no
   command was running, so typed letters went nowhere until the user
   clicked into the field. Replace the blur with a re-focus on every
   command lifecycle transition (cmd_result.rs) and on viewport / tab
   / ribbon clicks (update.rs), focus the input at startup, and add
   a global key subscription that catches any unhandled character key
   or backspace and routes it into the buffer via two new messages
   (CommandAppendChar / CommandBackspace) — so the command line keeps
   accumulating keystrokes even if focus parks somewhere not
   focusable. Removes the unused blur_cmd_input helper.

2. **Space submits.** Typing a space at the end of the input now
   submits the buffer the same way Enter does. Only exception: an
   active command that's currently collecting free-form prose
   (TEXT / MTEXT / DDEDIT body, ATTDEF prompt / default value,
   INSERT attribute value, ATTEDIT cell). Those advertise the new
   `CadCommand::wants_text_with_spaces()` flag so the Space character
   reaches the buffer as a literal.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-26 18:59:51 +03:00
Hakan SevenandClaude Opus 4.7 ef1f9a08d6 chore: rename H7CAD to Open CAD Studio
Joining the OpenAEC Foundation (open-aec.com). Crate/struct become
OpenCADStudio, user-facing strings use the spaced "Open CAD Studio"
form, repo URLs point to HakanSeven12/open-cad-studio. Logo (window
icon + assets/logo.svg) redrawn with OCS initials. Drop examples/
binaries — unused.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 17:16:15 +03:00
HakanandClaude Opus 4.7 a3c982c4f3 perf(wire): pack instance color as Unorm8x4 (88 -> 76 B per instance)
Step 4 (final) of the wire pipeline cold-open optimization plan. Color
shrinks from `[f32; 4]` (16 B) to `[u8; 4]` (4 B) and the vertex attribute
format flips to `Unorm8x4`; the GPU still hands the shader a `vec4<f32>`
in [0, 1], so wire.wgsl needs no change. 8-bit per channel is below
display precision.

Net: 76 B per instance, ~14 % smaller than the Step-3 instance layout and
~7.6× smaller than the pre-Step-3 per-vertex format. Wire upload memory
and PCIe bandwidth on cold open scale down accordingly.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 09:53:49 +03:00
HakanandClaude Opus 4.7 4b4f5c94cd perf(wire): switch wire pipeline to instanced rendering
Step 3 of the wire pipeline cold-open optimization plan — the biggest
single lever.

Each segment used to upload as 6 vertices × 96 B = 576 B with the segment
payload (pos_a/pos_b/color/half_width/distance/pattern_length/pat0/pat1)
duplicated across all six corners of the quad. Wire pipeline now uploads
one INSTANCE per segment (88 B) and the vertex shader derives `which_end`
and `side` from `@builtin(vertex_index)` against a 6-entry corner table.

Net effect on cold open: ~6.5× less wire vertex memory and PCIe upload,
plus a smaller Vec to allocate and copy on the CPU side.

Wire instance attributes also collapse distance_a / distance_b into a
single mix() inside the vertex shader, so per-segment distance still
interpolates correctly for the GPU-side linetype dash test.

Touches the wire, wire_xray, and face3d-edges draw passes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 09:52:23 +03:00
HakanandClaude Opus 4.7 0ad7af7742 perf(wire): parallelize per-wire vertex emission with rayon
Step 2 of the wire pipeline cold-open optimization plan. Extracts the
per-wire vertex expansion into a free function and drives it from
`from_batch` via `par_iter().map(...).reduce(...)`. Per-wire emission is
already independent (no shared state, no order coupling — `block_cache`
groups wires by style upstream), so the parallel-then-concatenate shape
is correctness-preserving.

Cold-open wire upload now scales with available cores; a drawing with
many short wires shows the biggest win. Also collapses two near-identical
emission loops (`from_batch`, `build`) into one shared helper.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 09:49:06 +03:00
HakanandClaude Opus 4.7 522b123d82 perf(wire): upload vertex buffers via mapped_at_creation
Step 1 of the wire pipeline cold-open optimization plan. Replaces
`create_buffer_init` (intermediate staging-buffer memcpy) with a
`mapped_at_creation` buffer the build path writes into directly.
Cuts one alloc + one memcpy per wire buffer; on cold open with hundreds
of MB of wire data this shows up immediately as lower peak memory and
faster upload.

Guarded against size-0 buffers by allocating a single-vertex placeholder
when the wire is empty (the renderer already skips draws on vertex_count
below the per-segment minimum).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 09:47:07 +03:00
HakanandClaude Opus 4.7 e9488f99dd perf(wire): move LWDISPLAY toggle from CPU rebake to wire shader uniform
LWDISPLAY (Show Lineweight) flipping the toggle no longer triggers a full
retessellate. `render_style_for` always bakes the entity's resolved (layer-
inherited) lineweight, and the wire shader reads `Uniforms.lwdisplay_enable`
to either honour the per-vertex half_width or collapse the quad to a 1 px line.

Side effect: PDF export now uses the real lineweight regardless of LWDISPLAY,
matching AutoCAD's plot semantics (LWDISPLAY only affects screen render).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 09:45:24 +03:00
Hakan SevenandClaude Opus 4.7 798a391207 refactor(pipeline): drop legacy per-hatch path (Phase 4-B, step 5)
The batched hatch pipeline has soaked through visibility + LOD; it's
correct on every file tested (Floor plan.dxf, UTM site plans, the
non-UTM regression case). Time to remove the parallel per-hatch
plumbing that's been sitting empty since step 3:

- `gpu_hatches: Vec<HatchGpu>` — never populated since
  `upload_hatches` switched to the batched builder; dropped.
- `hatch_pixel_scissors`, `hatch_skip_flags` — same story; dropped.
- `compute_hatch_scissors` — no longer has a consumer; dropped, with
  the render-time call removed from `Primitive::prepare`.
- Hatch render pass — the dead `else if` branch over `gpu_hatches`
  is gone; only the single batched `pass.draw(0..vertex_count, 0..1)`
  remains.
- `compute_hatch_lod` — no fallback path; if `gpu_hatch_batched` is
  `None` (empty hatch list) it just returns early.

`HatchGpu` itself stays — the wipeout pipeline still uses it. So do
`hatch_pipeline` / `hatch_bgl1`, kept around for that path.

`#[allow(dead_code)]` on the four storage-buffer fields in
`HatchBatchedGpu` — they exist only to keep the bind group's
referenced resources alive; nothing reads them directly.

Known gap left as a follow-up: per-hatch viewport scissor for paper-
space MSPACE viewports isn't ported to the batched path yet. Hatches
inside a paper-space viewport can render past the viewport border
until that's added. Hasn't surfaced as a visible regression in the
test files so far.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 20:18:06 +03:00
Hakan SevenandClaude Opus 4.7 398eee551d feat(pipeline): per-instance visibility for batched hatches (Phase 4-B, step 4)
Adds a dedicated `visibility: array<u32>` storage buffer (binding 4)
alongside the existing batched hatch buffers. Vertex shader reads
`visibility[v.instance_index]` — 0 → emit an out-of-NDC clip
position so the GPU rasterizer clips the primitive before the
fragment stage runs.

`compute_hatch_lod` now drives this buffer instead of (or alongside,
for the per-hatch fallback) `hatch_skip_flags`. Walks a per-instance
CPU AABB mirror that the builder fills at upload time (`instance_aabbs`),
applies the same `aabb_below_pixel` (sub-pixel LOD) OR `aabb_offscreen`
(frustum cull) rule the legacy path used, and pushes the resulting
0/1 flags via `queue.write_buffer` on a separate 4 B-per-hatch buffer
— ~40 KB per pan tick for 10 k hatches, far cheaper than re-writing
the 112 B-per-instance data.

Step 5 will remove the legacy `gpu_hatches` Vec, the per-hatch draw
loop, and `hatch_skip_flags` once the batched path has soaked.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 20:11:28 +03:00
Hakan SevenandClaude Opus 4.7 cfe53bd789 fix(pipeline): batched-hatch pattern math + invisible-instance clip
Two issues in the step-3 batched path surfaced during testing:

1. WGSL rejects compile-time NaN literals (`0.0 / 0.0`), so the
   visibility-skip path that emitted a NaN clip position failed
   `Device::create_shader_module` validation. Replaced with an
   out-of-frustum clip position `(2, 2, 2, 1)` — the GPU rasterizer
   clips the primitive and the fragment shader never runs.

2. Pattern hatches rendered with the wrong spacing / direction. The
   batched builder was rotating `perp_step` / `along_step` into the
   global frame, but the per-hatch shader (`hatch.wgsl`) expects them
   in QCAD PAT local-frame convention: `perp_step = family.dy`,
   `along_step = family.dx`, with the cos_off/sin_off rotation applied
   inside the shader. Now matches `build_family_batch` from
   `hatch_gpu.rs` line-for-line. `line_width` also reset to 0 (the
   shader picks 1 px from a screen-space derivative; the stored field
   is unused).

3. Padding's `max_spacing` likewise dropped its bogus rotation and
   now uses `|dy|` per family, matching the new perp_step convention.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 20:04:16 +03:00
Hakan SevenandClaude Opus 4.7 3593e9dabc feat(pipeline): wire batched-hatch pipeline + single draw call (Phase 4-B, step 3)
Pipeline carries a new `hatch_batched_pipeline` + matching `bgl1`
alongside the existing per-hatch pipeline. `upload_hatches` now packs
the renderable hatch list into the single `HatchBatchedGpu` and
clears `gpu_hatches`; the draw loop prefers the batched path when
that resource is set, falling back to the per-hatch loop only when
build returned `None` (empty list).

One draw call replaces N — for a 100-hatch frame that's a 99-call
saving plus 99 fewer `set_bind_group(1, ...)` / `set_vertex_buffer`
pairs.

Caveats acknowledged for step 4 cleanup:
- `compute_hatch_lod` still writes into `hatch_skip_flags`, which the
  batched path ignores. Step 4 will push the same flags into the
  per-instance `visible` field on the GPU instance buffer so the
  sub-pixel + frustum cull keeps working.
- Per-hatch viewport scissors (paper-space MSPACE) aren't ported yet;
  the legacy per-hatch path still serves that case when the batched
  build is skipped, but a model-space → paper-space transition keeps
  the batched buffer intact and may render hatches outside the
  intended viewport. Will be addressed alongside visibility.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 19:52:28 +03:00
Hakan SevenandClaude Opus 4.7 fe202f5f8e feat(pipeline): batched-hatch GPU resources + builder (Phase 4-B, step 1)
Stand-alone module — no consumers yet. Packs an entire `&[HatchModel]`
into four storage buffers + a per-vertex (corner, instance_index)
stream:

- `InstanceBuffer`  — `HatchInstance[]` (112 B each): color, mode,
  gradient params, world_origin, local-space aabb, boundary range,
  family range, visibility flag.
- `BoundaryBuffer`  — flat `vec4<f32>[]` (NaN markers preserved as
  per-path separators, just like the per-hatch shader expects).
- `FamilyBuffer`    — flat `LineFamilyGpu[]` (matches the per-hatch
  family layout one-for-one apart from `dash_offset` indexing into a
  separate dash buffer).
- `DashBuffer`      — flat `f32[]`.

The per-vertex buffer holds `6 × instance_count` records of
`(corner: u32, instance_index: u32)`. Step 2 will add the matching
WGSL shader that uses these to project a per-instance AABB quad and
run the in-polygon test against `BoundaryBuffer[offset..offset+count]`.

iced reports 8 storage buffers per stage, 128 MB binding cap, 256 MB
buffer cap — plenty for ~10 k hatches × 112 B + ~32 MB boundaries.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 19:45:26 +03:00
Hakan SevenandClaude Opus 4.7 6ae3a9d91d fix(pipeline): hatch frustum cull tests AABB in wrong space
`HatchGpu.world_aabb` was built by iterating `model.boundary` — but
those vertices are stored as f32 offsets from `model.world_origin`
(precision anchor for UTM-scale WCS). So the AABB was in
*origin-relative* space, not the local space `view_proj` projects
from. `aabb_offscreen` (Phase 2.3) then asked "is this rect near (0,0)
in NDC?" instead of "is this rect at the hatch's actual position?" —
which culled in-view hatches whenever the camera moved off the
origin and rendered out-of-view ones near it.

Sub-pixel LOD (`aabb_below_pixel`, Phase 3.3) survived because it
measures a projected diagonal, which is translation-invariant.

Fixes:
- Add `world_origin` back when building `HatchGpu.world_aabb`, so the
  stored rect is in absolute local space.
- 25 % margin on the viewport rect in `aabb_offscreen`, matching the
  wire path's `view_world_aabb` margin — keeps hatches at the edge
  rendered while panning.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 15:36:15 +03:00
Hakan SevenandClaude Opus 4.7 b70c9f9262 perf(pipeline): per-frame hatch+wipeout frustum cull at draw time (Phase 2.3)
The Phase 2.1 step-4 attempt at culling hatches inside
`synced_hatch_models` was wrong: GPU hatch/wipeout buffers are
uploaded on geometry_epoch only (see render.rs — they're "static
buffers"), so any CPU-side cull at build time would freeze the
visible set at the geometry epoch boundary and never re-evaluate on
pan. Reverted that approach; the build-time function now returns the
full visible set again and the cache key is back to geometry_epoch.

The actual per-frame frustum cull moves into the existing draw-time
skip-flag machinery:

- `compute_hatch_lod` now also folds in `aabb_offscreen` (ORed with
  the existing Phase 3.3 sub-pixel skip), so out-of-view hatches are
  skipped at the draw call.
- New `compute_wipeout_lod` + `wipeout_skip_flags` mirror the hatch
  path. The wipeout draw loop honors the flag.
- `Primitive::prepare` calls the new compute step alongside the rest.

Per-frame projection + skip is a few hundred microseconds on dense
docs; far cheaper than re-uploading GPU buffers per pan tick.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 15:02:07 +03:00
Hakan SevenandClaude Opus 4.7 fcf4d4fe28 perf(pipeline): per-frame mesh frustum cull (Phase 2.2)
Roadmap calls for an Aabb3 octree, but H7CAD's mesh entities only
carry XY world_aabb (Phase 3.4 stored XY for the LOD selector and
never extended to Z) and the camera is orthographic top-down for
every realistic workflow. So Phase 2.2 here becomes a draw-side cull:
`compute_mesh_lod` now also populates a `mesh_visible: Vec<bool>`
flag using the same 4-corner projection it already does for LOD
picking, and the mesh render pass skips draws whose projected AABB
sits entirely outside the viewport rect.

Mesh quadtree-indexing is still in place from Phase 2.1 (Solid3D /
Region / Body are not in `is_unindexable_entity`, so they're inserted
into `entity_index`). When mesh entity counts grow large enough that
the upload-time scan dominates over per-frame draws, Phase 2.3 can
plug `query_rect` into `upload_meshes` too.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-17 14:54:17 +03:00
Hakan SevenandClaude Opus 4.7 172c538159 fix(scene): hatch boundary + pattern precision for large-WCS drawings
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:

1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
   arc tessellation ran the whole arc-center computation in f32. With
   vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
   into the sampled arc points and showed up as visibly wavy / jagged
   hatch boundaries on edges that crossed the long axis of the drawing.
   Re-run the full bulge → arc math in f64; only cast at the to_xy
   call that feeds the (also f64) boundary buffer.

2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
   precision when `xz` was at offset-rel WCS magnitude and perp_step
   was sub-cm. Move the precision-critical bits out of f32 by keeping
   each hatch's anchor in f64 on the model side: `HatchModel` now
   carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
   vertices are stored as small offsets from it. The GPU vertex shader
   adds `origin` back inside the view_proj multiply for clip position
   (sub-pixel-lossy at large hatches but invisible); the `xz` varying
   that the fragment shader uses for in_polygon + pattern math stays
   in hatch-local space at full f32 precision.

   For pattern alignment across adjacent hatches with the same family,
   the GPU pipeline snaps the anchor to the family's perp/along grid
   in f64 before sending it down. Snap uses the same QCAD-PAT
   convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
   shader's check_family uses — an earlier attempt used the world-frame
   `(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
   no alignment.

   Trade-off: pattern phase is "global modulo per-family-grid" rather
   than tied to WCS (0,0). Same hatches still align with each other;
   the absolute phase relative to the WCS origin may differ from the
   pre-fix behaviour on small drawings.

Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.

The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 08:41:23 +03:00
Hakan SevenandClaude Opus 4.7 22543e4f97 chore: remove dead UI helpers and orphan toolbar stubs
Each item below was gated by #[allow(dead_code)] and has zero callers
across src/ — none of them are part of any public API consumed by
external crates (this is a binary, not a library):

* modules/insert/underlay_frames.rs + edit_aliases.rs — toolbar stubs
  whose `tool()` registrars were never wired into the ribbon; the
  parent mod.rs inlines its own include_bytes! for the SVGs, so the
  files were orphan dead weight.
* ui/snap_popup.rs:snap_marker_color — never called.
* ui/ribbon/mod.rs:last_dropdown_cmd — never called.
* ui/scale_popup.rs:anno_scale_for_label — never called.
* ui/layers.rs:color_name_to_aci — inverse of aci_color_display
  with zero call sites.
* linetypes.rs:name_list — never called.
* scene/pipeline/wire_gpu.rs:new_ghost — never called.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 00:04:44 +03:00
Hakan SevenandClaude Opus 4.7 8c08ae104a perf(scene): multi-resolution mesh LOD (Phase 3.4)
ACIS SAT entities (Solid3D / Region / Body) were tessellated at one
fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless
of how far they were from the camera. Distant solids paid the full
triangle bill for fragments that mostly resolved to sub-pixel size.

Generate three pre-built LODs per entity at load time:

  * LOD 0 (HIGH)  — 48/32/16 segments. Use above 200 px projected diag.
  * LOD 1 (MID)   — 24/16/8.  Use 50–200 px.
  * LOD 2 (LOW)   — 12/8/4.   Use below 50 px.

Tessellation cost is paid 3× on load (cheap — typical files have few
solids). Render picks per-frame via `compute_mesh_lod` from each mesh's
`world_aabb` projected diagonal. When a level is missing (e.g. a solid
entity that only emits LOD 0), the selector walks down to the nearest
available slot.

API ripples:
  * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`,
    `tess_sphere_face`, `tess_torus_face`.
  * `tessellate_solid3d / _region / _body` now return `MeshLodSet`.
  * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single`
    constructor so interactive truck-based commands (BOX/CYLINDER/etc.)
    that only generate one tessellation stay one-line.
  * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and
    a `mesh_lod_levels` per-frame index vector.
  * STL/STEP export pulls slot 0 explicitly so the on-disk geometry
    isn't downgraded by the view-dependent ladder.

Background-thread lazy generation (per the roadmap) is deferred — the
synchronous eager build is fine for typical CAD files. Switch to a
queue + background tessellator when files with hundreds of solids
become a load-time bottleneck.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
Hakan SevenandClaude Opus 4.7 e7675be0bc perf(scene): hatch LOD — solid-fill substitute + sub-pixel skip (Phase 3.3)
Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:

  * **Shader-side solid substitute.** When the densest line family's
    spacing × scale projects to less than 2 px, individual lines blur
    into a solid color and the per-fragment family loop is wasted ALU
    (and produces moiré). Pass `world_per_pixel` through Uniforms; the
    hatch fragment shader now returns `h.color` directly in that case.
  * **CPU-side sub-pixel skip.** When the entire hatch AABB projects
    to less than 2 px, drop the draw call. Adds `world_aabb` to
    HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
    existing scissor pass) and `hatch_skip_flags`. The render pass
    skips flagged hatches.

Factored a shared `aabb_below_pixel` helper for future LOD callers.

The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:18:21 +03:00
Hakan SevenandClaude Opus 4.7 fbbac423d4 perf(scene): extend viewport scissor to hatch / image / wipeout passes (Phase 1.4)
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.

Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:13:16 +03:00
HakanandClaude Opus 4.7 ddd0a2de16 fix(scene): greek text rect renders filled at the text's own color
Greek rects rendered through fill_tris went through the face3d 0.45
dim path; the pre-boost (color × 1/0.45) compensated only until clamp
hit at 1.0, leaving bright user colors washed out. The earlier outline
workaround dodged the dim but lost the filled box visual that AutoCAD
uses for "text lives here".

  - face3d pipeline now skips the 0.45 dim when `wire.points` is
    empty. PolyfaceMesh / PolygonMesh keep their dim (both points and
    fill_tris populated); greek and MultiLeader background-fill emit
    `points: vec![]` so they render at the literal color.
  - All three greek paths (top-level, block-defn, MultiLeader) emit a
    2-triangle filled rect instead of an outline / boosted fill.
  - Greek rects are clamped to single-line height so 5-line MText
    doesn't blow the box up to the full text-block height. MultiLeader
    emits one rect per line — keeps the per-row visual hint.
  - BatchEntry/StyleKey gain an `is_fill_only` discriminator so greek
    batches never collide with regular wire batches; otherwise the
    finalized WireModel could carry both points and fill_tris and
    defeat the pipeline-side empty-points check.

Xref fade still applies to the resolved color via the existing
`fade_toward_bg` path, so xref greek stays faded as expected.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 16:32:27 +03:00
HakanandClaude Opus 4.7 78cbb5570e perf(scene): frustum-cull wires using camera view AABB
Block defns and top-level entities now know their world-space XY
AABB, and `tessellate_entity` / `expand_insert` early-out for anything
that doesn't intersect the camera's view rect. Tested commit-only on
time_open (correct subset emitted with default camera); GUI run
pending user verification.

Cache plumbing:
  - `LocalWire` / `BlockDefn` carry `aabb_local` (post-build recursive
    union over nested defns).
  - `Scene::view_world_aabb()` derives a 25%-margined world rect from
    the active camera + last-seen render aspect.
  - `wire_cache` / `paper_sheet_cache` keys widen to
    `(geometry_epoch, camera_generation)` so pan/zoom invalidates the
    cached wire list — and pipeline `cached_epoch` widens to match
    so the GPU re-uploads on view change.
  - `XrefStatus::Unloaded` ack already shipped — orthogonal to this.

Also adds `examples/xref_states.rs` to dump per-block_record xref
metadata for diagnosing the is_loaded / unloaded distinction.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-14 13:52:04 +03:00
HakanandClaude Opus 4.7 9b6d5437fa revert: drop wire segment caps that silently truncated geometry
Remove MAX_SEGS_PER_WIRE = 100_000 and MAX_TOTAL_SEGS = 3_000_000.
These were stop-gap GPU-memory guards that mutated visible output:
single complex entities were cut mid-geometry, and entire wires past
the 3M total were dropped by arrival order with no spatial awareness.
Either is worse than honestly drawing whatever the file contains —
truncated arcs and missing road segments look like bugs to the user,
not "we ran out of GPU memory."

The matching "Temporary Workarounds" section in
RENDERING_OPTIMIZATION.md goes with them. Per-entity LOD and
viewport culling (Phase 1 + 3.2 in the same doc) remain the right
long-term answer; until they land, prefer correctness over a soft
crash on pathological files.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-13 10:11:54 +03:00
Hakan ca07268c7c cargo fmt 2026-05-12 10:36:15 +03:00
Hakan Seven 773a5f74cb fix(hatch): more improvement on arc boundary and pattern 2026-05-10 20:29:39 +03:00
HakanandClaude Sonnet 4.6 321433ee45 fix(render): cap wire segments to prevent GPU memory exhaustion
Adds two-layer protection against large entities crashing the renderer:
- MAX_SEGS_PER_WIRE (100K): per-entity hard cap, excess segments truncated
- MAX_TOTAL_SEGS (3M): scene-level budget in upload_wires, excess wires skipped

Both limits log a warning to stderr when triggered.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-07 17:24:28 +03:00
Hakan Seven 048bb41aef feat(render): solid fill for PolyfaceMesh and PolygonMesh entities
PolyfaceMesh and PolygonMesh were wireframe-only. They now render with
the same flat-color solid fill as Face3D entities.

- Add fill_tris: Vec<[f32;3]> to TruckEntity and WireModel
- PolyfaceMesh: fan-triangulate each face into fill_tris
- PolygonMesh: triangulate each grid quad into fill_tris
- tessellate.rs Lines branch: apply world_offset to fill_tris
- Face3DGpu::from_wires: collect fill_tris from all wires in addition
  to Face3D key_vertices quads
- upload_face3d: pass all_wires so fill_tris are batched into one draw call
2026-05-06 23:24:26 +03:00
Hakan SevenandClaude Sonnet 4.6 899b3f4796 feat: GPU scissor rect for paper-space viewport wires
Viewport-projected wires now clip at pixel level to their viewport boundary.

- WireModel.vp_scissor: Option<[f32; 4]> — paper-space bbox set on projection
- WireGpu.vp_scissor carries it through to the draw loop
- Pipeline.compute_wire_scissors() converts paper→NDC→pixel each frame
- render() calls set_scissor_rect() per wire, reset after viewport group
- INTEGRATION_GAPS.md: Viewport ⚠️ → ✅, all 51 gaps resolved

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-06 07:12:05 +03:00
Hakan SevenandClaude Sonnet 4.6 27aca41dd1 feat: plinegen + SAB parsing for Solid3D/Region/Body
LwPolyline PLINEGEN=0 (DXF default): emit SegmentedLines with NaN
separators between vertex-to-vertex segments; wire_gpu resets
arc-length to 0 after each NaN so linetype pattern restarts per vertex.
PLINEGEN=1: existing Contour path unchanged (continuous pattern).
WireModel gains plinegen field propagated through tessellate pipeline.

Solid3D/Region/Body: call SabReader::read() when parse_sat() returns
None due to binary SAB format (DWG files / newer AutoCAD exports).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-06 06:55:28 +03:00
Hakan SevenandClaude Sonnet 4.6 1a19a841e6 fix: correct polyline arc direction, text precision, Face3D edge color, buffer chunking
- fix: polyline arc center sign was inverted (- → +) causing arcs to render on the
  wrong side in LwPolyline and Polyline2D
- fix: store glyph strokes in local space with f64 origin so world_offset subtraction
  uses f64 precision; prevents blocky text at large UTM coordinates
- fix: Face3D fill darkened to 45% so edge wires are visually distinct from fill
- fix: wire batch vertex buffer chunked to 256 MB GPU limit (was panic on large files)
- fix: gpu_face3d_edges changed from Option<WireGpu> to Vec<WireGpu> to support chunks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 20:58:44 +03:00
Hakan Seven 02203dba93 Revert "fix: skip degenerate triangle for 3-corner Face3D"
This reverts commit 517af91245.
2026-04-29 20:34:18 +03:00