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>
This commit is contained in:
Hakan Seven 2026-07-18 15:15:24 +03:00
commit 50f6196594
41 changed files with 94 additions and 6 deletions

View file

@ -186,12 +186,13 @@ impl Face3DGpu {
// (text greek, MultiLeader / dimension backgrounds) deliberately
// leave `fill_tris_low` empty and order by draw rank instead.
//
// NOTE: classifying by `!points.is_empty()` is wrong here — the
// tessellator emits a mesh's edges and its fill as *separate*
// WireModels (points-only vs fill-only), so the fill model has no
// points and was being misrouted to the 2-D (draw-order-biased)
// buffer, which drew meshes in front of solids.
let is_3d_mesh_face = !wire.fill_tris_low.is_empty();
// NOTE: classifying by `!points.is_empty()` is wrong (a mesh emits
// its edges and its fill as *separate* WireModels), and so is
// `!fill_tris_low.is_empty()` — a 2-D overlay fill (SOLID arrowhead,
// dimension text background) at UTM scale carries a low residual
// too, and would be misrouted to the 3-D buffer where it only shows
// in shaded modes. The tessellator flags real surfaces explicitly.
let is_3d_mesh_face = wire.fill_is_3d;
let [r, g, b, a] = wire.color;
if is_3d_mesh_face {
if !keep_3d_mesh_fills {