Ticket 014 V2 — bake the scene-wide SDF clipmap once, on the frame when all per-mesh queues (BLAS, cards, per-mesh SDFs) have drained. Gathers every visible mesh's triangles into a world-space buffer via `scene.build_world_triangles()` and runs `SDF_BAKE_WGSL` against the unified data with the clipmap's fixed world-space AABB. 64³ voxel × scene triangle count = expensive one-shot (~100-200 ms on S
(&self)
| 6852 | /// from the user-supplied camera position (cheaper than inverting |
| 6853 | /// the view matrix and always in sync with what the game sees). |
| 6854 | fn current_camera_world_pos(&self) -> [f32; 3] { |
| 6855 | self.current_camera_pos |
| 6856 | } |
| 6857 | |
| 6858 | /// Ticket 014 V5 — invalidate the SDF clipmap if the camera has |
| 6859 | /// moved past the rebake threshold from the current clipmap |
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