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GpuMarchingCubesJob

Struct GpuMarchingCubesJob 

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pub struct GpuMarchingCubesJob {
    pub volume_id: VolumeGpuId,
    pub isovalue: f32,
    pub material: Material,
    pub id: u64,
    pub appearance: AppearanceSettings,
    pub selected: bool,
    pub cpu_data: Option<Arc<VolumeData>>,
}
Expand description

One GPU marching cubes draw job submitted per frame.

The volume referenced by volume_id is triangulated on the GPU at isovalue and drawn with material. No CPU readback occurs; the vertex count is determined by an indirect draw call.

Fields§

§volume_id: VolumeGpuId

Volume to triangulate (must remain alive).

§isovalue: f32

Isovalue at which to extract the surface.

§material: Material

Surface material (colour + roughness).

§id: u64

Pick ID for unified selection API. 0 = not selectable.

§appearance: AppearanceSettings

Per-item appearance overrides (hidden, unlit, opacity, wireframe).

§selected: bool

If true, draws an outline ring around the marching cubes surface.

§cpu_data: Option<Arc<VolumeData>>

CPU-side volume data for pick() and pick_rect().

When set, the CPU picker ray-marches the actual scalar field and detects isovalue crossings rather than falling back to the volume AABB. None means the item is not reachable by the CPU picking path.

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