feat(render): double-single vertices for the mesh pipeline

3D solid / surface meshes were the last single-f32 path. truck's mesh
tessellation now returns a paired verts_low residual (TruckTessResult::Mesh,
polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset
and block-instance transforms reconstruct the f64 position and re-split it
after subtracting world_offset, MeshVertex gains position_low (location 3),
and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS /
OBJ mesh paths default to a zero residual (no regression — they were never
sub-f32 precise).

With this every world-space pipeline (wire, hatch, image, face3d, mesh)
is full double-single relative-to-eye; large-coordinate jitter is gone.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-23 18:11:12 +03:00
commit ddf6344dbe
10 changed files with 112 additions and 46 deletions

View file

@ -103,6 +103,7 @@ pub fn parse_obj(src: &str, color: [f32; 4]) -> Option<MeshModel> {
Some(MeshModel {
name: String::new(),
verts,
verts_low: Vec::new(),
normals: norms,
indices,
color,