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The merged mesh captures one material set when it is sewn and nothing
re-reads it. That holds in "up", where a wall's materials never move. It
does not hold anywhere else: "cutaway" re-assigns them from the camera's
facing test every time the view turns far enough, and "down" and
"translucent" make every wall see-through. In those modes the merged copy
kept drawing walls the cutaway pass had already turned to glass, so
rotating the camera left the near walls solid and the mode did nothing.
Isolation already had a stand-down for a related reason; this puts both
behind one predicate rather than growing a second mechanism.
Selection and delete-hover tints are applied the same way — by swapping
the materials on the wall's own mesh — so a tinted wall now drops out of
its batch and draws itself, the way an edited one already did. Selection
itself was never affected: it is drawn by the outline pass, not the tint.
The batch therefore buys nothing in cutaway mode. Recovering it there
needs the merged buffer ordered by wall normal so the camera-dependent
hidden set stays contiguous, which is a change of its own.
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