| Filename | Latest commit message | Latest commit date |
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Remove MAX_SEGS_PER_WIRE = 100_000 and MAX_TOTAL_SEGS = 3_000_000. These were stop-gap GPU-memory guards that mutated visible output: single complex entities were cut mid-geometry, and entire wires past the 3M total were dropped by arrival order with no spatial awareness. Either is worse than honestly drawing whatever the file contains — truncated arcs and missing road segments look like bugs to the user, not "we ran out of GPU memory." The matching "Temporary Workarounds" section in RENDERING_OPTIMIZATION.md goes with them. Per-entity LOD and viewport culling (Phase 1 + 3.2 in the same doc) remain the right long-term answer; until they land, prefer correctness over a soft crash on pathological files. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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| .. | ||
| face3d_gpu.rs | ||
| hatch_gpu.rs | ||
| image_gpu.rs | ||
| mesh_gpu.rs | ||
| mod.rs | ||
| uniforms.rs | ||
| viewcube.rs | ||
| wire_gpu.rs | ||