Tape campaign: meshing defaults to surface nets plus the tile pass, not dual contouring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -69,9 +69,15 @@ Sketch, to be replaced by the target pass:
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4. **HLSL interpreter** for the same bytecode, with interval ops and pruning.
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Fidget's MPL-2.0 WGSL is the reference. MPL code keeps its own MPL-headed
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files, as Phacelle does.
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5. **Meshing**: an octree of chunks, dual contouring for hard-surface creases,
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and seams stitched between LOD levels. GameCult.Geometry's surface nets
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comes from Asura Cut 2.
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5. **Meshing**: an octree of chunks with seams stitched between LOD levels.
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- The default is surface nets (GameCult.Geometry, Asura Cut 2) plus
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Asura's tile pass: Newton refinement onto `f = 0`, then crease snapping
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from field gradients (Asura Cut 6c).
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- The operator's lean (2026-10-02) is that gradient work beats dual
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contouring here. Thin authored bevels can be shaded by their analytic
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normals, and the refined positions can be iterated further.
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- Dual contouring is not planned. The tile pass on station brushes is its
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test.
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## Truth and lowerings
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