Resolve boundary topology before rendering so corner-aligned pattern rows cannot flip shader parity. Chunk indexed geometry to device buffer limits and retain the texture compatibility transport. Refs #489
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.