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Base the LoD pixel limit on the camera projection - #488
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The LoD pixel limit used the field of view, which three.js leaves at its default on the WebXR camera, and now uses the projection matrix. Changes in the limit too small to matter no longer rerun LoD.
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While presenting in WebXR,
SparkRendererruns LoD with three.js's XR camera,renderer.xr.getCamera(). The LoD pixel limit came from that camera'sfov, which three.js leaves at the 50° default, so LoD picked splats smaller thanlodRenderScaleasks for. The limit now comes from the camera's projection matrix.three.js rebuilds the XR camera's projection each time it updates that camera, by default on every render, which can change the limit slightly from one frame to the next.
driveLodnow ignores relative changes below 1e-5, so those changes do not rerun LoD.Verification
main.