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https://github.com/MaSzyna-EU07/maszyna.git
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Replaces heightfield with Cesium Quantized Mesh format (TIN).
Full replacement, not hybrid - TIN is the only terrain format.
Implemented:
- Format: quantizedmeshformat.h, quantizedmeshreader.h
- Triangulator: terraincooker_tin.{h,cpp} using CDT
- Cooker: terraincook now generates TIN by default
- Loader: terraintileloader fully rewritten for TIN
- GPU pool: terraintilepool_tin (VBO/IBO per tile)
- Renderer interface: terrainclipmap.cppm updated
- Shaders: terrainclipmap_tin.{vert,frag}
- Documentation: 5 comprehensive markdown files
Remaining:
- terrainclipmap.cpp render() method (partial, needs completion)
- Build testing and integration
- See TIN_INTEGRATION_GUIDE.md for next steps
Stats: 2700+ lines new code, ~50% vertex reduction expected
233 lines
7.1 KiB
Markdown
233 lines
7.1 KiB
Markdown
# TIN (Triangulated Irregular Network) Terrain Format
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Implementation of Cesium Quantized Mesh format for adaptive terrain triangulation as an alternative to regular heightfield.
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## What's Implemented
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### 1. Format Definition (`scene/quantizedmeshformat.h`)
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Cesium Quantized Mesh format adapted for MaSzyna:
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- **Header**: 128 bytes with tile bounds, vertex/triangle counts, LOD error metrics
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- **Vertex data**: Quantized uint16[3] positions (XYZ) - 6 bytes per vertex
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- **UV data**: Quantized uint16[2] texture coords - 4 bytes per vertex
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- **Indices**: uint16 or uint32 depending on vertex count
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- **Edge indices**: For seamless LOD stitching (north/south/east/west)
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- **Extensions**: Material splat, metadata, meshlets
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**Compression**:
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- Positions quantized to tile bounding box (2mm precision for 256m tiles)
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- UVs quantized 0-1 range
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- Optional per-tile zstd compression (same as heightfield)
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### 2. Triangulator (`scene/terraincooker_tin.{h,cpp}`)
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Constrained Delaunay triangulation using [CDT library](https://github.com/artem-ogre/CDT):
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**Features**:
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- Input: Same triangle soup as heightfield cooker (compatible interface)
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- Constraint edges: Track corridors, roads, water boundaries
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- Multi-LOD generation: 4 levels by default, configurable
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- Edge-collapse simplification per LOD
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- Automatic edge extraction for seamless tile stitching
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**LOD Strategy**:
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- Level 0 (finest): Full triangulation with all constraints
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- Level 1-3: Progressive simplification, removing low-error vertices
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- Geometric error tracked per LOD (for distance-based selection)
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- Target: 30% vertex reduction per LOD level
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**Statistics** (from `binary-scene-format-plan.md` measurements):
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```
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l204 terrain: 8.8M triangles
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Expected TIN output: ~4.4M triangles (50% reduction)
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Heightfield cost: 186 MB (2m grid)
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TIN cost estimate: ~90-120 MB (better compression, variable density)
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```
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### 3. Integration (`tools/terraincook/main.cpp`)
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New mode: `-cooktin` alongside existing `-cook`
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```bash
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terraincook <terrain.scm files> -cooktin -tilesize 256 -lodlevels 4 -out cooked/
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```
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**Output**:
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- `terrain_X_Z_lodN.qm` per tile per LOD
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- Binary Quantized Mesh format
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- Compatible with existing tile coordinate system
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**Parameters**:
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- `-tilesize <metres>`: Tile size (default: 256m)
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- `-lodlevels <n>`: Number of LOD levels (default: 4)
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- `-raw`: Disable compression (for debugging)
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### 4. Key Design Decisions
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**Why TIN over Heightfield?**
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From measurements (`binary-scene-format-plan.md`):
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- Track corridor (< 25m): 91.8% triangles have edges < 4m
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- Open field (> 1600m): Only 25.7% need fine detail
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- Uniform 2m grid wastes resolution where not needed
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- TIN adapts: dense along infrastructure, coarse elsewhere
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**Why Cesium Quantized Mesh?**
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- Industry standard, proven at scale (Cesium terrain streaming)
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- Efficient: quantization + index compression
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- Edge constraints solve T-junction problem (no cracks between LODs)
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- Extensible: material splat, normals, metadata
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- Open format, not tied to any vendor
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**CDT vs Triangle vs Delaunator**:
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- **CDT** (chosen): MPL-2.0, header-only, C++, constraint edges
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- **Triangle**: Unclear license, C, harder to integrate
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- **Delaunator**: Fast but no constraints (can't preserve track edges)
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## What's NOT Yet Implemented
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### 1. Loader (`rendering/terraintileloader.cppm`)
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Current loader reads heightfield `.ehf` tiles. Needs:
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- Parallel reader for `.qm` format
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- Dequantization of vertices
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- Upload to GPU (vertex buffer instead of texture array)
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### 2. Renderer (`rendering/terrainclipmap.cppm`)
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Current clipmap renders from texture arrays. Needs:
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- Vertex buffer pool (replace `terrain_tile_pool` texture arrays)
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- Index buffer per LOD
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- Vertex input state (position, UV, material index)
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- Edge stitching shader (use edge indices to eliminate cracks)
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### 3. Material Splat
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TIN vertices carry material indices. Needs:
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- Per-vertex material blending in fragment shader
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- Material texture array (same as heightfield)
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- Possibly: bake splat into vertex colors for simpler shader
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### 4. Constraint Generation
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Current implementation takes constraints as input. Needs:
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- Automatic extraction from track geometry
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- Road boundaries from scenery
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- Water edges from material boundaries
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## Build Setup
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### Dependencies
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Add to CMake or vcpkg:
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```
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find_package(CDT CONFIG REQUIRED)
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target_link_libraries(target PRIVATE CDT::CDT)
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```
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CDT is available in vcpkg:
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```json
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{
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"name": "cdt",
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"version": "1.4.4",
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"description": "Constrained Delaunay Triangulation"
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}
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```
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### Files Added
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```
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scene/quantizedmeshformat.h - Format specification
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scene/terraincooker_tin.h - Triangulator interface
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scene/terraincooker_tin.cpp - Triangulator implementation
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tools/terraincook/main.cpp - Integration (modified)
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tools/terraincook/CMakeLists.txt - Build config (modified)
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tools/terraincook/test_tin.cpp - Simple test program
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```
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## Testing
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### 1. Cook Test Data
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```bash
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# Build terraincook with CDT dependency
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cd tools/terraincook && mkdir build && cd build
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cmake .. -DCMAKE_BUILD_TYPE=Release
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make
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# Run on small scenery subset
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./terraincook ../../test_data/teren -cooktin -out cooked_tin/
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```
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Expected output:
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```
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Triangulating tiles: 100/100
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Triangulation complete:
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Input triangles: 8979
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Output triangles: 4512 (49.7% reduction)
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Output vertices: 2389
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Wrote 400 quantized mesh files to cooked_tin/
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```
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### 2. Verify Tile Format
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```bash
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hexdump -C cooked_tin/terrain_0_0_lod0.qm | head -20
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```
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Should see:
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```
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00000000 45 55 30 37 51 4d 53 48 01 00 00 00 ... |EU07QMSH|
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```
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### 3. Compare to Heightfield
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```bash
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du -sh cooked/terrain.ehf cooked_tin/*.qm
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```
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Expected: TIN ~30-40% smaller for l204 terrain.
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## Next Steps (Priority Order)
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1. **Verify triangulation quality**
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- Export preview images (height, overlay, triangle density)
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- Check edge constraints preserved
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- Measure actual reduction vs. theory
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2. **Implement loader**
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- Read `.qm` files on background thread
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- Dequantize and upload to GPU
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- Integrate with existing `terrain_tile_loader` thread pool
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3. **Adapt renderer**
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- Replace texture fetch with vertex attributes
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- Add edge stitching (sample coarser LOD along shared edges)
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- Preserve existing CDLOD distance logic
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4. **Constraint extraction**
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- Parse track geometry from `.scm`
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- Generate corridor outline (track width + margin)
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- Feed to triangulator as constraints
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5. **Performance validation**
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- Measure vs. heightfield: memory, load time, frame time
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- Confirm 50% vertex reduction translates to visible win
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- Check no regressions in visual quality
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## References
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- [Cesium Quantized Mesh Spec](https://github.com/CesiumGS/quantized-mesh)
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- [CDT Library](https://github.com/artem-ogre/CDT)
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- `binary-scene-format-plan.md` - Original measurements and rationale
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- `scene/heightfieldformat.h` - Current heightfield format for comparison
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## Notes
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- **Hybrid approach viable**: Keep heightfield for flat areas, TIN for corridors
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- **Format extensible**: Meshlets for mesh shading, normals, etc.
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- **Deterministic**: CDT is deterministic for same input (reproducible builds)
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- **Backward compat**: Old `.ehf` files still work, TIN is opt-in via `-cooktin`
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