Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
Solid wireframes rendered every triangle edge of the tessellation, so a
curved solid read as a dense mesh instead of its real outline. Now each ACIS
solid's B-rep face-boundary edges are collected from the SAT `edge` records
(straight edges as segments, ellipse/circle edges sampled along their bounded
arc), body-transformed and split into the double-single pair, and stored on
the MeshLodSet. The block-instance and top-level offset paths transform these
edges alongside the mesh vertices.
The batch builder routes a solid with feature edges into a dedicated LineList
vertex buffer and skips its triangle wireframe; a mesh with no B-rep edges
keeps its triangulation edges. Edge colour follows the display mode: the flat
`fs_edge` shader draws the entity colour in the lines-only modes (wireframe,
hidden-line) and a `fs_edge_black` twin forces black for the edge overlay in
filled render modes.
Verified: the Clinic storefront arch bars now yield ~14-16 clean edge
segments (vs the full triangulation) bounded to the solid's true extent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Once solids carried a real sub-1 alpha (after the ENC transparency fix),
the single depth-writing mesh pass made a transparent solid occlude the
geometry behind it: it wrote depth at its near surface, so anything farther
failed the LessEqual test and was never drawn — the transparent fill looked
like it erased what was behind it.
The batched mesh builder now routes each solid's triangles into an opaque or
a transparent index stream by its baked colour alpha (< 0.999). The opaque
fills draw first and write depth; the transparent fills draw last through a
new depth-write-disabled pipeline, so they blend over the geometry behind
them instead of culling it. The hidden-line depth prepass still rasterises
both streams so solid surfaces keep occluding hidden edges.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The batch split at a fixed 6M-vertex cap that assumed 40 B/vertex, but
MeshVertex grew to 52 B when the double-single `position_low` field was
added — so a full chunk was 6M x 52 = 312 MB, past wgpu's 256 MB
max_buffer_size, and Device::create_buffer panicked on large models.
Derive the caps from device.limits().max_buffer_size and the real vertex
size, bound both the vertex buffer and the (fatter) wire-index buffer,
and split any single mesh too large for one chunk into triangle-soup
sub-chunks so no batch buffer can exceed the device limit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids)
was effectively frozen. Several independent costs, all addressed here:
- Face3D edge/fill buffers were re-uploaded on every camera move (keyed on
camera_generation). They are world-space and selection-independent, so gate
them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every
wire.
- Solid meshes were drawn one buffer + one draw call per solid (~10k draws/
frame), which strangled the GPU front end. Concatenate every solid's LOD0
into a few large buffers (split only to stay under the 256 MB buffer cap) and
draw the whole set in a handful of calls. Built once per geometry epoch, so
selection / hover never re-pack it.
- Selection / hover highlight is now a small tinted overlay of just the picked
solids, drawn last with an Always-depth pipeline so it shows on top even when
the solid is occluded — instead of re-tinting and re-uploading all meshes.
- Hover / pick hit-testing scanned every triangle of every solid each move
(seconds on a heavy model). Add a 3D-AABB screen-rect broad phase
(MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh
set, so picking is O(solids) cheap projections plus the few solids actually
under the cursor.
- Block-internal hatch hit-testing exploded every INSERT on every hover.
Cache the result per geometry epoch and skip blocks that contain no hatch.
- Curved-surface (cone/sphere/torus) tessellation tolerance is now radius-
relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and
matches the circle/arc wire tessellation, instead of exploding on large radii.
Also adds docs/tessellation.md mapping every EntityType to its tessellation
path (truck B-rep vs truck curve topology vs direct).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Solids (meshes) now tint on rollover and selection: hover washes orange,
selection washes blue, with selection winning when both apply. Meshes
re-upload their tint when the highlight set changes, and the rollover pick
now also hits shaded solid bodies and hatches (mirroring the click-select
order: wire → hatch → block hatch → solid).
Wires get the same scheme: the selection xray overlay recolours selected
entities blue and the hovered entity orange (previously both blue). Drops
the now-unused highlight_handles union helper and its cache.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.
Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>