GameCult.Geometry.Csg/docs
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Meta Vens 0f9a4071a8 Spike boolean-weld round 4: UV0 seam protection, end-state guard, results, renders and note
- Weld steps never drag UVs across a hull UV0 seam: seam crossings and seam vertices are protected like corners,
  flips stay inside one source UV island.
- Short seam merge and slide are judged by their end state (local worst angle), per target r4's wording.
- Stand-in UV0 on the hand cage (export_uv.py, hull_uv.obj); bevel strip UVs measured on loop strips only.
- Note: round-4 section with the flat-split before/after pair first, tables per call, open questions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 04:23:29 +02:00
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research Spike boolean-weld round 4: UV0 seam protection, end-state guard, results, renders and note 2026-10-13 04:23:29 +02:00
brush-tree-map.md Brush tree: campaign target and model page (Eureka step 0) 2026-10-10 21:57:45 +02:00
brush-tree-target.md Brush tree: target r3, hand cages are the primary form, detail is welded boolean cuts and splits 2026-10-12 18:11:05 +02:00
csg-performance-fixtures.md Rename vg-csg to CultGeometry CSG 2026-08-26 17:38:13 +02:00
realtime-csg-bevy-assembler.md Rename vg-csg to CultGeometry CSG 2026-08-26 17:38:13 +02:00
realtime-csg-doctrine.md Rename vg-csg to CultGeometry CSG 2026-08-26 17:38:13 +02:00