Implement MeshFoundry rendering with full prim, sculpt, mesh, avatar/rigged, material, and texture handling.
Deliverables
Preserve face grouping, transforms, coordinate conversions, skin weights, normals/tangents, UVs, material overrides, and output ordering.
Use completed imaging/PrimMesher/core data rather than duplicate codecs.
Bound mesh buffers and validate all indices/offsets.
Validation
All MeshFoundry and shared rendering tests pass.
Golden meshes match within original tolerances.
Large fixture benchmarks expose regressions without replacing correctness gates.
Prerequisite
All global API/test gates and the foundational/world implementations needed by these extension crates are complete.
Project constraints
Full native Rust implementation only; no wrapped C# parser, viewer, renderer, or service.
Preserve mapped APIs and exact translated tests; reuse lower layers and keep generated output deterministic.
Validate bounded input, callbacks/tasks, docs, coverage, and workspace gates.
## Objective
Implement MeshFoundry rendering with full prim, sculpt, mesh, avatar/rigged, material, and texture handling.
## Deliverables
- Preserve face grouping, transforms, coordinate conversions, skin weights, normals/tangents, UVs, material overrides, and output ordering.
- Use completed imaging/PrimMesher/core data rather than duplicate codecs.
- Bound mesh buffers and validate all indices/offsets.
## Validation
- All MeshFoundry and shared rendering tests pass.
- Golden meshes match within original tolerances.
- Large fixture benchmarks expose regressions without replacing correctness gates.
## Prerequisite
All global API/test gates and the foundational/world implementations needed by these extension crates are complete.
## Project constraints
- Full native Rust implementation only; no wrapped C# parser, viewer, renderer, or service.
- Preserve mapped APIs and exact translated tests; reuse lower layers and keep generated output deterministic.
- Validate bounded input, callbacks/tasks, docs, coverage, and workspace gates.
hugo
added this to the 10 - Rendering, RLV, and LSL tools milestone 2026-08-08 08:23:16 +00:00
Replaced all 14 MeshFoundry failure-only shims with native Rust prim, sculpt, terrain, packed binary LLSD mesh, and convex-hull pipelines.
Added deterministic LOD fallback, checked zlib/LLSD section decoding, 16-bit and aggregate geometry bounds, index/offset validation, face ordering and rebasing, UV0/UV1, stored/generated normals and tangents, inherited texture/material metadata, normalized scales, and mirror/invert coordinate handling.
Added rigged skin matrices and bounded normalized four-influence/sentinel weight decoding integrated with the shared skinning math.
Added public tangent recovery through MeshFaceAux, focused malformed/golden/model-workflow tests, documentation, API ownership audit, and a bounded-memory large fixture benchmark.
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Objective
Implement MeshFoundry rendering with full prim, sculpt, mesh, avatar/rigged, material, and texture handling.
Deliverables
Validation
Prerequisite
All global API/test gates and the foundational/world implementations needed by these extension crates are complete.
Project constraints
Implemented and verified in commit
88408c9.Implementation:
Verification:
Final review found every issue deliverable implemented with no issue-owned stubs or platform-specific code.