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This may or may not be a bug – the mesh should always be topologically manifold and watertight, but may have self-intersections if vertices escape their octree cells (which they can do to hit sharp features).
On the other hand, a sphere is simple enough that vertices shouldn't escape their cells, so there could be an issue with the QEF solver or normal sampling.
When we mesh a sphere and render it, we get some roughness and issues that look like some triangles are facing the wrong way.
This is a placeholder issue until I can add more detail (unless you already have an idea of what this might be).
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