LOD: interpoler UVs/couleurs des vertices déplacés par le repli
Le vertex-cible d'un repli se déplace au point optimal de l'arête mais conserveait l'UV du weld — désaccord position/UV croissant en cascade : la texture 'fuit' et les motifs (rayures) disparaissent aux niveaux lointains, avec un changement radical entre deux LOD. - Collapse porte désormais les tables uvs/colors (clonées au weld). - collapse_edge interpole les UVs de la cible : uv_t ← (1−λ)·uv_s + λ·uv_t, avec le même λ que le déplacement (cost_and_point renvoie désormais λ). - Garde-fou seam : si |Δu| > 0.5 ou |Δv| > 0.5 (saut de texture), la cible garde son UV — l'interpolation ne traverse jamais une seam. - Couleurs : toujours interpolées (espace colorimétrique continu). - Compaction : la sortie lit les tables mises à jour (c.uvs/c.colors), pas les tables d'origine du weld. - Docs : DRAFT.md (Sortie), gpu-driven.md (décimination), ARCHI_CPU_GPU (LOD).
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@@ -98,7 +98,10 @@ CPU):
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cheapest-first; an interior collapse merges both incident triangles (−2 faces) and remaps the
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neighbours — no new face, so a **closed mesh stays closed** (no holes, no non-manifold
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"books"), a boundary collapse removes one face; duplicate corners are welded (relative
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tolerance 1e-6), and the levels are **packed into the mesh's single
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tolerance 1e-6); a survivor **moved** by a collapse gets its UV/color **interpolated**
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between the collapsed endpoints (same λ as its new position — the texture stays attached
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to the surface and coarsens smoothly across levels, never across a UV seam), and the
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levels are **packed into the mesh's single
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vertex/index buffers** (see the constraint below). Level 0 is always your exact geometry.
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2. **Per frame (CPU).** For each entity, the bounding sphere used by culling is projected to screen
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pixels (its *perceived size*); that radius picks a level with **asymmetric hysteresis** — going
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