render3d im Browser: WASM/WebGPU-3D-Viewport hinter ?engine=wasm
Feature web (wasm-bindgen) + cdylib analog render2d; WebModelRenderer mit Canvas-Surface, set_model (walls/slabs wie der native Push) und set_camera. Projektion liefert bereits [0,1]-Clip-Z, math.rs unveraendert. wgpu-22-requestDevice-Shim in src/engine/requestDeviceShim.ts geteilt. Neuer Hook useWasm3dRenderer + Wasm3DViewport (Orbit/Pan/Zoom wie three.js- Sicht); Viewport3D dispatcht per ?engine=wasm bzw. localStorage, three.js bleibt Default. Build-Script build:engine3d (wasm-pack, src/engine/pkg3d). Verifiziert headful per scripts/probe-engine3d.mjs (37 % Geometrie-Pixel); headless praesentiert Chromium keine WebGPU-Frames (auch bei render2d).
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@@ -768,4 +768,9 @@ export const en: Record<TranslationKey, string> = {
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"rt.color": "Color",
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"rt.preset": "Preset",
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"rt.preset.none": "— Preset —",
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// ── 3D viewport (native engine, WASM/WebGPU) ────────────────────────────────
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"viewport3d.engineUnavailable": "3D engine unavailable",
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"viewport3d.engineUnavailableHint":
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"WebGPU could not be initialized. Switch to WebGL2 in the status bar to keep using the 3D view.",
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};
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