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Hypersurface LOD upgrade #139

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@Birdasaur

Update management of current FeatureCollection so that Hypersurface can project 4k or higher images/data grids. Currently large grids over 2048 in size will cause a series of gnarly GPU pipeline bugs and out of memory exceptions due to the huge internal buffers that would have to be allocated. A solution is to implement a LOD manager so that the entire image/grid is broken up into a pyramid.

Phase 1 — primitives + capped L0

  1. Add primitive HeightField
  2. Replace dataGrid/originalGrid usage in sampling path
  3. Build L0Processed (aspect-preserving, max 2048)
  4. Render only L0 (fixed)

Success criteria: 4K loads without crashing; interaction is stable.

Phase 2 — processed pyramid + screen-space LOD switching

  1. Build L1/L2… down to 512
  2. Implement pixelsPerCell heuristic
  3. Hook into scroll/zoom/drag with throttling
  4. Switch active LOD and rebuild mesh only on LOD changes

Success criteria: zooming out reduces mesh complexity; camera remains smooth.

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