Implement sculpt mesh and OBJ support (#43)
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@@ -165,5 +165,12 @@ radius, and revolutions; cap and side winding; normals, UVs, viewer faces, and
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prim-face indexing. Geometry allocation and index arithmetic are bounded, and
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identical finite inputs produce deterministic mesh output on every supported
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platform.
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Sculpt maps are sampled through the same checked imaging abstraction and can
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produce plane, sphere, torus, and cylinder topology with reference seam,
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mirror, inversion, LOD, normal, UV, and viewer-face behavior. Native viewer
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indexing deduplicates vertices per prim face, while bounded Wavefront OBJ
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ingestion preserves object/group output and position/UV/normal associations.
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Malformed dimensions, channel layouts, topology, and indices return typed
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errors without partial meshes or panics.
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The controlled audit aggregates every expected failure by standardized C#
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member ID and rejects unrelated fixture, assertion, compile, or symbol errors.
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