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The current implementation does not handle raycasting / levels so well or flexibly, resulting in skipped LoDs. Instead of trying to expand children into the hierarchy it would be best to create multiple sub-meshes per tile and run per-mesh bounding box checks to accelerate raycasting
Adjusting the height scale means every bounding box must be expanded. It would be best to do this as-needed or as-traversed, instead, with a kind of dirty check.
The height altitude should be in a consistent unit and / or scale relative to the scale of the stretched scale of the world around it (either consistent based on camera position or scaled based on locality)
Functionality / Perf
Core bounding-volume update infrastructure in the tiles renderer (grow-only bounds, animation, parent-child consistency, as-traversed dirty updates instead of full traversal on heightScale change)
Debug bound visualizations refreshing after heightScale changes (falls out of the above)
Improve accounting of downloaded DEM memory (currently double counted on sub meshes with shared items)
Avoid regenerating a mesh on raycast
Only update bounds when traversed or enable dynamic bound checking to avoid perf hit when updating height scale
Effects
Hillshade-style shading effect
Concavity map revisit (dynamically generated from DEM)
Other
SkirtedPlaneGeometry adoption in GeneratedSurfacePlugin
Increase skirt length?
Upstreaming the bump map chunk fixes to three.js
Frustum culling support (likely unnecessary unless users request it since it's disabled by default - requires updating bounds)
Related to #1690
Issues
Functionality / Perf
Effects
Other