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Use particle color and radius attributes (#62) - #434

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andeplane merged 3 commits into
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perf/62-particle-attributes
Sep 11, 2026
Merged

andeplane merged 3 commits into
mainfrom
perf/62-particle-attributes

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@andeplane

@andeplane andeplane commented Sep 11, 2026

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Particle colors and radii now reach drawing and GPU picking through instance attributes instead of texture lookups. Radii retain float32 precision instead of being quantized to 1/255. Styles follow persistent atom IDs when LAMMPS reorders instances, and position-only frames leave style buffers unchanged.

A small adapter wraps omovi's shader compilation and picking material. It checks the expected upstream shader expressions explicitly; future incompatible omovi updates must update this boundary. Selection highlighting keeps its existing path.

Closes #62.

Completed-run viewports bind attributes and restore styles from cached data when reopened, without waiting for a new timestep.

Validation: typecheck, 478 unit tests, production build, real-WebGL color pixels, off-center picking beyond the old texture radius, SSAO on/off plus camera movement, dynamic native radii, and reopening both atomic and bonded run-zero structures. Unit tests cover sparse IDs, reordering, precision, and avoiding unnecessary style-buffer updates. These checks establish the changed data path; they do not claim a hardware-independent FPS improvement.

@andeplane
andeplane merged commit e6078fe into main Sep 11, 2026
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andeplane deleted the perf/62-particle-attributes branch September 11, 2026 08:54
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Switch from texture based color and radius to attribute based

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