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- Updated shader grid rendering to intersect the grid plane in view space and draw it with a single full-screen triangle. - Added shader grid bounds to camera Z-fit, so the grid is visible in empty views and after object display without an extra vfit. - Fixed shader grid echo to use the active shader grid plane, effective scale, bounds and clip-safe display point. - Kept the viewer-managed CPU grid path separate from the per-view shader grid path and preserved CPU grid type/mode handling in vgrid. - Added grid tests for empty/no-vfit visibility and perspective rendering without mirrored fragments.