forked from 1b-agent/opencadstudio-upstream
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 <[email protected]>