Creating a block from selected entities now bumps the geometry epoch, so the
block palette's per-update stale check notices the new definition and refreshes
its list in place instead of requiring the user to close and reopen the panel.
Sync projection controls from the active camera, preserve the UCS icon in perspective views, and use visible or selected 3D geometry for orbit pivots. Dense mesh vertex grips remain hidden.
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.
The shaded surface of a curved solid was visibly coarser than its own
wireframe: the wire ran along the true rim while the facets cut inside it.
Two things were wrong, and only one was the tolerance.
`facet_res` is a resolution multiplier — the same one `scale_lod` divides the
fallback sampler's chord fraction by — and the kernel path was using it as a
sag in world units. At the default that asks for a whole unit of departure, so
nothing smaller than a metre subdivided at all and a face was only ever as
round as its own boundary. It is a fraction of each surface's own radius now,
which carries no assumption about the drawing's units.
And it is the *edges'* fraction, shared from `EDGE_CHORD_FRAC` rather than
copied. Those edges are drawn over these faces; sampling the two differently
is what put the wire across a facet instead of along its corners. `facet_res`
is deliberately not applied either, since the edges it must line up with are
built once at highest detail and never scaled.
A torus is measured by its tube rather than its ring — the tube is the tighter
bend, and sampling to the ring leaves the section a hexagon.
The primitive-volume test claimed a mesh can never read over its true size.
That holds for a convex solid, where every chord lies inside; a torus is not
one, and across the inside of its tube the chords fall outside the material.
It passed before only because the sampling was too coarse to show it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Round things came out with too few sides in drawings measured in metres, and
zooming in did not help.
The chord tolerance was floored at five thousandths of a world unit. That is
a fine sampling for a part measured in millimetres and a coarse one for a
building measured in metres: a ten-centimetre pipe got about ten sides and a
five-centimetre bolt about seven. The floor was also what stopped the frame
asking for better, so closing the camera on one changed nothing.
A chord height is an absolute length, so any fixed value carries an assumption
about the drawing's units. Bounded against the curve's own radius instead,
which carries none. The two ends are really segment counts: a circle gets at
least about fifty sides and never more than about a hundred and sixty,
wherever the camera is and whatever the drawing is measured in. Between them
the frame still decides, so a curve fills in as the camera closes on it.
Straight runs keep the frame's own tolerance — there is no curvature to
sample, and two ends are all a line has.
Co-Authored-By: Claude Opus 5 <[email protected]>
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]>