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[STACKED EXPERIMENT #2063] 2D selection bitmap preview, texture reused per frame - #2064
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gianlucafiore wants to merge 63 commits into
Closed
gianlucafiore wants to merge 63 commits into
gianlucafiore wants to merge 63 commits into
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…d/rotated placement
… multi-selections
…ed crossing boxes
…crossing selection
…ossing selections
…test full INSERT coverage
…deferred snap refresh
…one stable group box
…without touching commit geometry
…without touching commit geometry
…without touching commit geometry
…without touching commit geometry
…ions already exist
…mplex 2D selected wires
… quad separately from DWG
…uad during previews, clean up on exit
…ined bitmap texture resources
…ertices while moving
…ed bitmap ghost overlay
…fter the scene blit
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Experimental CI draft — DO NOT MERGE. Depends on #2052, #2057, #2063; new portion in gianlucafiore PR #6.
Goal: for 13,608 heavy 2D palm INSERTs, keep selection and cursor interaction immediate without reducing the live MOVE/COPY ghost to a single plain rectangle. Once at command creation, rasterize only the selected source wire geometry (not background) to a capped 1536 px transparent RGBA bitmap. During each pointer change, a 40%-opacity GPU image quad displays the cached bitmap with the command transform. The original vector entities and snapped transforms remain authoritative on commit; no bitmap is written to DWG. Raster upload once per selection, 6 vertices updated per frame. Retains existing single-box fallback for 3D / unsupported cases.
Requested test: wasm/linux/windows/mac build,
raster_is_transparent_off_geometry_and_builds_one_rgba_image, then live DWG MOVE/COPY/ROTATE/SCALE with repeated snap updates and toggling zoom. Check that rendered bitmap contains only selected wires, perf[perf] raster-selection-captureand[perf] raster-preview-gpu-upload, and no repeated block geometry upload. CPU rasterization once may still cost time. Never merge before real-world performance/visual validation.