fix(render): flag 2D overlay fills so they show in every view mode
A SOLID's filled quad and a dimension/MultiLeader text background are flat 2-D overlays that should draw in wireframe and shaded alike, but face3d_gpu classified fills by `!fill_tris_low.is_empty()` — and a 2-D fill at UTM scale carries a double-single low residual for precision just like a real 3-D mesh face. So the arrowhead fill and the "5;8" cyan text background were routed to the 3-D buffer and only appeared in shaded mode, vanishing back to nothing on return to wireframe. WireModel now carries an explicit `fill_is_3d`: true only for a real surface (PolyfaceMesh / PolygonMesh face, set in the tessellator), false for every flat overlay fill. face3d_gpu classifies on the flag, so 2-D fills stay in the always-visible buffer while keeping their low residual (and UTM precision). Verified on budweiser: the `_BoxFilled` arrow SOLID and the dim '5;8' MTEXT background both tessellate with fill_is_3d = false. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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41 changed files with 94 additions and 6 deletions
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@ -186,12 +186,13 @@ impl Face3DGpu {
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// (text greek, MultiLeader / dimension backgrounds) deliberately
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// leave `fill_tris_low` empty and order by draw rank instead.
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//
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// NOTE: classifying by `!points.is_empty()` is wrong here — the
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// tessellator emits a mesh's edges and its fill as *separate*
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// WireModels (points-only vs fill-only), so the fill model has no
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// points and was being misrouted to the 2-D (draw-order-biased)
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// buffer, which drew meshes in front of solids.
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let is_3d_mesh_face = !wire.fill_tris_low.is_empty();
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// NOTE: classifying by `!points.is_empty()` is wrong (a mesh emits
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// its edges and its fill as *separate* WireModels), and so is
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// `!fill_tris_low.is_empty()` — a 2-D overlay fill (SOLID arrowhead,
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// dimension text background) at UTM scale carries a low residual
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// too, and would be misrouted to the 3-D buffer where it only shows
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// in shaded modes. The tessellator flags real surfaces explicitly.
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let is_3d_mesh_face = wire.fill_is_3d;
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let [r, g, b, a] = wire.color;
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if is_3d_mesh_face {
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if !keep_3d_mesh_fills {
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