A dot in an LTYPE pattern is a zero-length element. The pattern resolver
encoded it as a tiny `0.01 * scale` world-length dash, which had two bad
effects: it was sub-pixel at normal zoom so the dash LOD saw the pattern's
smallest feature drop below one pixel and collapsed the whole line to
solid, and at larger LTSCALE it left only invisible sub-pixel dots between
big gaps. Either way dotted and dash-dot linetypes were never visible;
only plain dashed (no zero elements) worked.
Keep dots as literal 0.0 so they no longer drag `min_elem` down, and
render each as a fixed ~1.5 px mark in the wire shader (pixel-snapped via
world_per_pixel, mirroring the hatch shader's dot handling). The shader
tells a real dot from trailing array padding by element count — the index
of the last non-zero element plus one — so no producer needs a sentinel.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The GPU draws exclusively via the rotation-only `view_rot` + eye double-
single; the full view-projection survived only to project AABBs in the
CPU frustum-cull / scissor / LOD passes. Migrate those to the same
relative-to-eye math (project `point - eye` through `view_rot`) — pixel-
equivalent but precise at UTM scale — then drop the dead uniform:
- pipeline cull/scissor/LOD helpers take (view_rot, eye) instead of the
full view_proj; render.rs reconstructs eye from the uniform's
eye_high/eye_low and passes the cropped view_rot.
- Remove the `view_proj` field from the shared Uniforms struct and all six
shader structs that only declared it for layout (none read it), and
delete Camera::view_proj(). The struct shrinks by one mat4 on both
sides, keeping the Rust / WGSL layouts in lock-step.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
No GPU pipeline reads camera_pos any more — lighting and all transforms
moved to the relative-to-eye path (view_rot + eye_high/eye_low). Remove
the field from the shared Uniforms and every shader struct, plus the now
unused Camera::position_vec4. view_proj stays: the CPU frustum-cull /
scissor / LOD passes still project offset-relative AABBs with it (it is
no longer part of any GPU draw).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Vertices now carry the low residual alongside the high half all the way
to the GPU: tessellation splits the offset-relative f64 coordinate into
(high, low) f32 (TruckTessResult::Lines/Point, the Text path, Lines /
SegmentedLines, and the block-cache instance transform), WireModel and
the block batch carry a paired points_low buffer, WireInstance gains
pos_a_low/pos_b_low (locations 10/11), and wire.wgsl reconstructs
rel = (pos_high - eye_high) + (pos_low - eye_low).
This is the piece the camera-only RTE was missing: at UTM-scale
coordinates the single-f32 vertex was quantized to ~0.5 m, so it snapped
each time the eye crossed an f32 boundary on pan. With the low half the
position is exact and the cross-drawing-paste jitter is gone.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The wire shader now subtracts the eye (high+low f32) per endpoint and
transforms by the rotation-only view-projection instead of multiplying
absolute positions by a view-projection that bakes in a large eye
translation. The math is identical (proj·R·(pos−eye)) but the large eye
no longer enters the f32 matrix, so lines stop jittering on
pan/zoom/rotate at large (UTM) coordinates and far from world_offset.
Geometry low bits are intentionally dropped: (pos − eye_high) is exact in
f32 for same-magnitude operands (Sterbenz) and eye_low corrects the eye,
so the only residual is a static sub-f32 position error, not motion
jitter — no per-vertex low buffer needed. view_rot is cropped in lock-step
with view_proj for tiled panes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
When the smallest dash / gap element of a linetype pattern would project
below one pixel on screen, the gaps either shimmer as aliasing or vanish
entirely — the user reads the line as solid anyway. Compute the min
non-zero element of `pat0 / pat1` once in the vertex shader, flat-
interpolate it across the instance, and let the fragment stage skip the
arc-length dash test (and the `discard` for gap fragments) when
`min_elem >= u.world_per_pixel` fails. Mirrors the existing hatch-LOD
branch in `hatch.wgsl`; primary win is visual quality at extreme
zoom-out, with a small fragment-shader op saving as a side effect.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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>