LOD: quadric edge collapse (Garland-Heckbert) replaces Rule A
Rule A (area-sorted triangle removal) left holes and open boundaries on closed meshes (visible artifacts when zoomed far out). The decimator is now a proper quadric edge collapse: - Collapse: welded u32 topology, per-vertex quadrics (accumulated incident face planes), edge cost = quadric error at the optimal point (clamped to the segment) + edge length, BinaryHeap with a custom Ord (f32 is not Ord; inverted compare, NaN-safe). - Standard GH semantics WITHOUT the new face: both incident pair faces degenerate and are removed; neighbouring faces remap and sweep over the region. Preserves the Euler characteristic and closedness (no holes, no books, no duplicate faces); interior collapse = -2 faces, boundary = -1. Guards: non-manifold edge (>2 faces) or a fold (duplicate sorted triple) rejects the collapse. - welded(): fuzzy welding (1e-6 relative tolerance, grid + 27- neighbour broad phase, exact verify) - trig-generated seams differ by ~1e-16, exact-bit welding missed them. - Root causes fixed along the way: dead face slots are never reused (stale edge/vface entries), vfaces updated on remap, degenerate faces dropped, best-effort target (granularity -2/-1 can land 1-2 off; soft cap, deterministic). - Docs: DRAFT D10, ROADMAP 4.3, ARCHI_CPU_GPU, gpu-driven, lib README, mesh/scene/demo comments - 'greedy decimation / Rule A' replaced by 'quadric edge collapse'. - lod.rs test: deprecated glam perspective alias -> explicit glam::camera::rh::proj::opengl::perspective. cargo test --workspace: 100 passed (94 lib + 3 wgsl + 3 integration), 0 failed; demo runs clean with LOD on.
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@@ -124,7 +124,7 @@ impl AppHandler for Demo {
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// 4. One mesh per primitive, each assigned to a textured (or stripe) material.
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// The cube + ground stay single-level (tiny meshes — LOD would buy nothing); the
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// rounded primitives get three LOD levels each (Step 19): level 0 is the full mesh,
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// levels 1.. are auto-generated by greedy decimation at halving targets (D10), all
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// levels 1.. are auto-generated by quadric edge collapse at halving targets (D10), all
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// packed into the mesh's single vertex/index buffers (D7). Zooming with the wheel
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// switches levels on the fly (asymmetric hysteresis, D4).
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app.scene
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