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Rename the fast preview to the shaded preview
Its shader files, the name they are registered under, its members and the panel text now match what it does: shading only, no geometry.
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@@ -134,7 +134,7 @@ struct DecodedTextureCache
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};
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DecodedTextureCache g_decoded_texture_cache;
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// The smoothed copy is cached too, one per image: the thumbnail, the bump-preview height texture, the
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// The smoothed copy is cached too, one per image: the thumbnail, the shaded-preview height texture, the
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// colour texture, the projector texture, the UV editor's background and the preview job all ask for
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// the same (image, smoothing) pair in the same frame while the Smoothing slider moves, and each of them
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// blurring its own copy is what froze the UI. Keyed like the raw cache; a different smoothing value
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@@ -428,10 +428,10 @@ V2Resolution recommend_v2_resolution(const indexed_triangle_set
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const std::vector<TextureDisplacementLayer> &layers,
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const Transform3d &volume_to_world)
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{
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// bumpmesh.com's defaults on model load: edge = diagonal / 250 in [0.05, 5] mm, budget 750 k. A
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// texture-driven variant (BumpMesh's smart resolution) was measured to give better walls on step
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// textures at 2-10x the bake time and up to 2 M output triangles; the user preferred the site's
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// defaults. The texel size and sharpness are still reported for the panel.
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// The defaults on model load: edge = diagonal / 250 in [0.05, 5] mm, budget 750 k. A texture-driven
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// variant (resolution from the texture's own detail) was measured to give better walls on step
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// textures at 2-10x the bake time and up to 2 M output triangles, and was not worth that; these
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// defaults stayed. The texel size and sharpness are still reported for the panel.
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constexpr double EDGE_MIN = 0.05, EDGE_MAX = 5.0, DIAG_DIVISOR = 250.0;
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constexpr int BUDGET_K = 750;
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@@ -3480,7 +3480,7 @@ indexed_triangle_set subdivide_mesh_adaptive(const indexed_triangle_set &mesh,
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// How far the *displaced* surface departs from the flat triangle, sampled across the WHOLE
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// triangle - the three edge midpoints and the centroid - not just one edge midpoint. Sampling the
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// interior is what catches a bump that sits inside a triangle (the blind spot of an edge-only
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// interior is what catches a hill that sits inside a triangle (the blind spot of an edge-only
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// test). Cached per triangle: it can only change when the triangle is split, and then both
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// children are fresh entries.
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std::vector<float> tri_err;
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