cad-editor/src/scene/pipeline
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Filename Latest commit message Latest commit date
Hakan Seven 04c93df2c4 refactor: remove the legacy full view_proj (CPU cull now relative-to-eye)
The GPU draws exclusively via the rotation-only `view_rot` + eye double-
single; the full view-projection survived only to project AABBs in the
CPU frustum-cull / scissor / LOD passes. Migrate those to the same
relative-to-eye math (project `point - eye` through `view_rot`) — pixel-
equivalent but precise at UTM scale — then drop the dead uniform:

- pipeline cull/scissor/LOD helpers take (view_rot, eye) instead of the
  full view_proj; render.rs reconstructs eye from the uniform's
  eye_high/eye_low and passes the cropped view_rot.
- Remove the `view_proj` field from the shared Uniforms struct and all six
  shader structs that only declared it for layout (none read it), and
  delete Camera::view_proj(). The struct shrinks by one mat4 on both
  sides, keeping the Rust / WGSL layouts in lock-step.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:14:41 +03:00
..
face3d_gpu.rs refactor(snap): widen key_vertices to f64 (world_offset removal P4) 2026-06-23 22:23:56 +03:00
hatch_batched_gpu.rs feat(render): double-single anchors for both hatch pipelines 2026-06-23 18:28:52 +03:00
hatch_gpu.rs feat(render): double-single anchors for both hatch pipelines 2026-06-23 18:28:52 +03:00
image_gpu.rs feat(render): double-single corners for the image pipeline 2026-06-23 18:28:52 +03:00
mesh_gpu.rs feat(render): double-single vertices for the mesh pipeline 2026-06-23 18:28:52 +03:00
mod.rs refactor: remove the legacy full view_proj (CPU cull now relative-to-eye) 2026-06-24 20:14:41 +03:00
uniforms.rs refactor: remove the legacy full view_proj (CPU cull now relative-to-eye) 2026-06-24 20:14:41 +03:00
viewcube.rs feat(input): relative coordinate entry (@/#) and DYN default — #26 2026-05-27 11:40:28 +03:00
wire_gpu.rs feat(render): double-single vertex positions for the wire pipeline 2026-06-23 18:28:52 +03:00