Fix GPU timeout on large meshes by batching BVH queries #61
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When processing high-resolution textures (e.g., 2048x2048) on complex meshes with millions of faces, a single BVH unsigned_distance query can cause GPU watchdog timeout.
This adds a _batched_unsigned_distance() helper that splits queries into 100K-element batches (matching the rasterization chunk size), preventing kernel timeout while maintaining identical results.
Fixes texture baking hangs at "Sampling attributes" step on large meshes.
Related: PozzettiAndrea/ComfyUI-TRELLIS2#19