QBnd: sample the boundary texture with POINT filtering#344
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The boundary QTex was sampled with cudaFilterModeLinear, blending ~0.4% from the adjacent (categorically distinct) material/surface row on large (>5000-row) bnd tables, corrupting every per-photon material/surface lookup. Switch to POINT filtering (QBND_FILTER_POINT; run with =1). POINT also makes the wavelength axis nearest-bin, so qbnd::boundary_lookup recovers G4-style per-wavelength linear interpolation via a manual 2-tap lerp (material axis stays POINT). The two go together -- nearest-bin wavelength sampling alone is ~2.3% low on the dRICH count.
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cudaFilterModeLinear blends ~0.4% from the adjacent (categorically distinct) material/surface row on large (>5000-row) bnd tables, corrupting every per-photon material/surface lookup. Add a POINT-mode path selected by QBND_FILTER_POINT (run with QBND_FILTER_POINT=1).