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
- Add primitive HeightField
- Replace dataGrid/originalGrid usage in sampling path
- Build L0Processed (aspect-preserving, max 2048)
- Render only L0 (fixed)
Success criteria: 4K loads without crashing; interaction is stable.
Phase 2 — processed pyramid + screen-space LOD switching
- Build L1/L2… down to 512
- Implement pixelsPerCell heuristic
- Hook into scroll/zoom/drag with throttling
- Switch active LOD and rebuild mesh only on LOD changes
Success criteria: zooming out reduces mesh complexity; camera remains smooth.
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
Success criteria: 4K loads without crashing; interaction is stable.
Phase 2 — processed pyramid + screen-space LOD switching
Success criteria: zooming out reduces mesh complexity; camera remains smooth.