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
- 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>
- raster_image.rs: RasterImage renders as border rectangle + X diagonals
(pixel placeholder); Wipeout renders border or polygon clip boundary;
both support insertion_point grip, brightness/contrast/fade properties,
clipping toggle, and mirror transform (u/v vectors reflected)
- attribute.rs: AttributeDefinition renders default_value (or [TAG] if
empty) as font-tessellated text; AttributeEntity renders the live value;
both support insertion grip, position/height/rotation properties,
and transform operations
- mod.rs + traits.rs: wire up all four new entity types through the full
dispatch chain (to_truck, grips, geometry_properties, apply_geom_prop,
apply_grip, apply_transform)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>