The 52 s silent stretch in a large-DWG open could not be attributed:
OpenTimings covered parse / purge / xref / caches, but the FINALIZING
phase -- prepare_open_geometry, which does the first full Model
tessellation and builds the interaction index -- was unmeasured and
reports only two progress ticks, so it was indistinguishable from parse
time.
Add finalize_ms to OpenTimings and a per-stage PERF breakdown:
open-phases parse / purge / xref / caches / finalize
open-finalize tessellation vs interaction index
open-index index build vs prepare_screen
wires-build sort cache, visible filter, block cache, classify,
memo hits, parallel tessellate, materialize, sort
resident-post scene markers, refedit fade, resident layout
wire-upload build_wire_buffers, which runs on the render thread
The wires-build line separates the parallel tessellate from the serial
materialize loop that deep-clones every WireModel while the memo retains
a second copy -- the leading hypothesis for both the stall and the
6.45 GB RSS.
No behaviour change. Every timer is gated on crate::perf::enabled(), so
nothing runs without PERF=1 or the in-app PERF panel. The localized
open-summary format string is left alone; changing it would rekey the
string across every locale, so the full breakdown goes to PERF instead.
Co-Authored-By: Claude Opus 5 <[email protected]>
Refresh stale depth bounds after geometry edits, allow orbiting through camera poles, and preserve hidden-line occlusion for selected solids.\n\nFixes #957
Model space appearance now follows the active UI theme instead of a
hardcoded dark background. Canvas mode is user-selectable (Match Theme /
Classic CAD Dark / Custom RGB), with matching controls for the paper
sheet and desk surround backgrounds and grid opacity.
Implements industry-standard CAD system variables, all settable via
command name, SETVAR, and the Options dialog:
- COLORTHEME (0/1 dark/light UI scheme, preserves custom palettes)
- COLORSCHEME (interactive named-theme selection)
- BACKGROUND (THEME/CLASSIC/DEFAULT/DESK presets, RGB triplets)
- SELECTIONAREA, SELECTIONAREAOPACITY (translucent marquee fill)
- WINDOWSAREACOLOR/WINDOWAREACOLOR, CROSSINGAREACOLOR (ACI or theme)
- SELECTIONEFFECT, SELECTIONEFFECTCOLOR (GPU highlight pass, driven by
selection_generation invalidation — no retessellation)
- SELECTIONPREVIEW (bit 0 = idle rollover, bit 1 = in-command hover)
- GRIPSIZE, GRIPCOLOR, GRIPHOT, GRIPHOVER (grip overlay styling)
Resolve ByBlock alpha independently from color and keep explicit opaque values from falling back to layer transparency.
Pin the matching cadcodec API across desktop, plugin, and web targets.
Refs HakanSeven12/cadcodec#2
Keep hidden pre-drag geometry out of snap candidates and avoid empty
scene invalidations. Require stable OTRACK dwell observations and cache
planar-solid visibility during live previews.
Refs #930
Improve the selection-cycling list box so overlapping objects can be
identified at a glance:
- Add a color swatch per row showing the object's effective drawn color
- Show the layer name right-aligned next to the element type
- Size the popup to fit its content with consistent padding
Widen render_style_for_viewport visibility from scene-internal to
crate-wide so the view layer resolves the same color the renderer uses.
Enable in-place editing of inherited properties in the Properties panel:
- Transparency: Switch to PropValue::EditChoice with ByLayer and ByBlock presets to allow direct typing of any numeric percentage value (0..90%) without combo_box autocomplete interference.
- Select-all-on-click: Integrate EditChoice text inputs into build_field_key_map with dedicated widget IDs, preserving click-to-select-all across editable fields.
- Material: Provide bounded preset choices (ByLayer, ByBlock, Global, and active custom material) to avoid scanning large drawing dictionaries.
- Plot style: Implement mode-aware behavior with interactive Choice in STB mode and ReadOnlyWithTooltip in CTB mode.
- Read-only tooltips: Introduce PropValue::ReadOnlyWithTooltip to provide contextual explanations for locked fields while preserving mouse text selection and clipboard copying.
- Dropdown alignment & unified borders: Fix EditChoice internal input/caret background clipping so the container's 1px neutral/active border surrounds the entire control identically to Lineweight and text inputs.
- Document defaults & aggregation: Synchronize document header defaults when editing with No selection, and aggregate heterogeneous multi-selections (*VARIES*).
Persist camera, render state, and solid fallback geometry across saves. Generate previews from a clean live viewport and refresh recent-file thumbnails immediately.
Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
Reuse full VPort records during camera and tile synchronization so
navigation cannot replace file-defined display state with defaults.
Honor image, ground, IBL, and sun-backed sky parameters in
background rendering.
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.
A drawing placed at UTM shimmered as the camera moved.
The relative-to-eye path exists so the large eye translation never enters an
f32 matrix, and it zeroed the translation column to make sure. But the basis
was built first, by `look_at(eye, target)` with both positions cast to f32 —
and at (639792, 4517057) that grid is half a metre across in y. Rounding both
ends and then subtracting them left a direction that changed as the camera
moved, so the whole view basis jittered. Zeroing the translation afterwards
came too late to help: the damage was in the rotation.
It never needed the positions. The eye is `target + rotation·Z·distance`, so
the direction between them is the rotation's own Z — a unit vector carrying no
coordinate at all.
Two tests. Where the camera stands must not reach the matrix, which is the
property being restored; and at the origin, where the old construction had no
large coordinates to lose, the two must agree exactly — which is what says
this kept the same basis rather than turning the view round.
Co-Authored-By: Claude Opus 5 <[email protected]>
A paper layout painted its whole canvas in the page colour, so the sheet
had no visible edge — zooming out never reached one, because the surround
was the same colour as the page. Floating viewports then painted
themselves black over it.
Both come from the same idea, that a viewport's canvas is a colour it can
be handed. What lies behind a viewport depends on what the viewport is:
- The full-canvas sheet shows the desk. `paper_bg_color` is the page, and
the page is a bounded rectangle `paper_sheet_fill` already draws; using
it for the canvas too erased the boundary between them. The desk is now
its own colour, defined once in the scene and read by both the widget
and the renderer, so the two cannot drift apart.
- A floating viewport sits on that sheet and must paint no canvas at all.
Handing it a transparent one does not work: the background shader
returns an opaque colour whatever alpha it is given, so alpha zero came
out black. Skipping the pass is the only way to ask for see-through, so
`skip_background` now suppresses both the clear and the pass. It is part
of the frame signature too — without that, a cached frame would keep
showing the canvas the flag was just turned off for.
Shading and fog still blend toward what is behind a floating viewport,
which is the page, so the uniform keeps that colour even though nothing
paints it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
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.
Cancel stale interaction state across space changes and keep live previews and zoom extents in their active paper/model context.\n\nRefs #539\nRefs #540\nRefs #541
Avoid full document, cache, and GPU rebuilds for entity deltas so add, delete, history, selection, and live polyline edits stay responsive on large drawings.