perf: reduce mobile rendering and cull offscreen characters and building tiles
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@@ -51,7 +51,8 @@ test('downloaded footprints are deduplicated, closed, and generate finite merged
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const city=createBuildings(data,terrain);
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assert.equal(Object.values(city.counts).reduce((a,b)=>a+b,0),data.features.length);
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assert.ok(city.counts.tagged>0 && city.counts.levels>0 && city.counts.fallback>0);
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assert.ok(city.group.children.length<=3);
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assert.ok(city.group.children.length > 3, 'separate city districts can be culled independently');
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assert.ok(city.group.children.length < 100, 'batch buildings instead of one draw call per building');
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for(const mesh of city.group.children as Mesh[]) assert.ok(Array.from(mesh.geometry.attributes.position.array).every(Number.isFinite));
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city.dispose();
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});
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