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Texture displacement: per-layer bake, UV pane redesign, unwrap and layer view fixes
- Bake: each layer is sampled only on its own painted area; analytic projections used to stack every layer over every painted region, so the top layer's texture showed on all of them (colour sampler too) - Auto resolution follows the texture's texel size and sharpness again - Unwrap: charts cut by each face's own normal (a cube gives 6 islands, not 12 triangles); non-disk charts (tubes, closed shells) are split until they flatten; connected nets test real triangle overlap, grow from the largest chart and are packed side by side - UV edits are stored per unwrapped copy, so dragging a seam vertex no longer moves its copies in neighbouring islands - UV pane: tool strip with unwrap settings moved in from the panel, sharp HiDPI icons, clearer island/edge/selection drawing with hover, texture picker from the thumbnail, texture no longer lost on reopen (GL state from the 3D view, background upload retries) - Panel: whole-model select/erase as icons in the tools row; inactive layers' paint shown muted; colour textures shown in colour in the picker - Built-in displacement texture library - Tests for unwrap segmentation, connected nets, UV edits and per-layer sampling
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@@ -24,6 +24,8 @@ void TextureDisplacementPreviewJob::process(Ctl &ctl)
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TextureColorRequest *color = nullptr;
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if (!m_input.color.empty()) {
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color_request.quantize = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette);
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if (!m_input.color.palette_pure.empty())
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color_request.quantize_pure = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette_pure);
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color_request.resolve = GLGizmoTextureDisplacement::make_mix_resolver(
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m_input.color.palette, m_input.color.mix_mode, m_input.color.layer_height,
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m_input.color.dither_cell_mm);
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