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ifcviewer: fix pick-pass cull corruption and cached-model ID collisions
Two stability bugs: 1. Clicking an object left the scene with wrong shading until the camera moved. The pick pass re-culls every model with its own parameters (min_pixel_radius=0, no HiZ) and overwrites each model's visible_ssbo and indirect buffer. The next render() saw an unchanged camera, skipped the cull via the have_cached_cull_ shortcut, and drew the stale pick-pass buffers. Fix: invalidate have_cached_cull_ at the end of pickObjectAt(). 2. Loading two sidecar-cached models made the second model's picked properties resolve to the first model's elements. Sidecars store raw object_id / model_id values from the session that wrote them, and both files start at object_id=1, so element_map_ entries collided. Fix: on load, rebase every PackedElementInfo and InstanceCpu by (next_object_id_ - min_id_in_sidecar) and overwrite model_id with the freshly-assigned handle before the elements hit element_map_. Also document both in the README — the pick-pass note under 3A contribution culling, the sidecar rebase under the sidecar format section.
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@@ -307,6 +307,14 @@ uint32_t + char[] string table
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Staleness check: `source_file_size` vs actual file size. Mismatched →
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reject and rebuild. Endianness marker rejects cross-arch caches.
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Sidecars store the raw `object_id` / `model_id` values from the session
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that wrote them. On load they are rebased onto the current session's ID
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space (`object_id += next_object_id_ - min_id_in_sidecar`, `model_id`
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overwritten with the freshly-assigned handle) before the elements hit
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`element_map_` or the viewport. Without this, two cached models loaded
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back-to-back collide — both start at `object_id=1` and the second model's
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property lookups return the first model's data.
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### GPU Instancing pipeline (the central pillar)
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Everything above plugs into a single data-flow, worth documenting on its
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@@ -451,6 +459,13 @@ and per-instance level. Short-circuits when the camera is inside the
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AABB so nothing-you're-standing-next-to is ever lost. Pick pass uses
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threshold 0 so sub-pixel objects remain clickable.
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Because the pick pass re-runs the cull with its own parameters (no
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contribution cull, no HiZ) and writes into each model's shared
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`visible_ssbo` / indirect buffer, `pickObjectAt()` must invalidate
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`have_cached_cull_` on exit. Otherwise the next `render()` sees an
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unchanged camera, skips the cull, and draws the pick-pass buffers —
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the user sees obviously-wrong shading until they nudge the camera.
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Sphere-based (centre = AABB midpoint, radius = half-diagonal,
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r_px = focal_px · radius / distance). Loses a little precision on
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very elongated bounds vs. 8-corner projection, but costs ~5× less per
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