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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Meta Vens 2026-10-02 15:40:05 +02:00
commit c2cd4202d2

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