fix(infrastructure): test ground below 0 m and unknown terrain correctly

The ellipsoidal horizon test hid ground below the ellipsoid (low-geoid
coasts, the Dead Sea) from a camera near it, so it is now tested at 0 m.
With the globe hidden the ground is tested as the vertical from 0 to
9,000 m against the frustum planes, in place of a 4.5 km sphere that let
in much unseen ground.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
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quanticsoul4772andClaude Opus 5.5 committed 2026-10-29 01:47:05 -07:00
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@@ -1959,11 +1959,12 @@ during continuous motion. Disable/re-enable resets selection cleanly.
Close-up stem sizing uses camera-to-feature distance without a 5 km minimum.
Unchanged overlay entries do not request another frame; moved positions,
changed membership and re-enabling still publish. Ground sampling waits for
visible globe tiles to settle, samples only markers whose ground is in the
camera's view and above the horizon (unseen ground reads through the Earth
and would retry every 2 s; until it is seen, a stem keeps its unsampled
height, which can show for a stem whose base is just off screen), and uses
valid loaded terrain as a floor while
visible globe tiles to settle, and skips markers whose ground the camera
cannot see (unseen ground reads through the Earth and would retry every 2 s).
Ground is tested at loaded globe terrain, or across 0-9,000 m when the globe
is hidden, so photoreal views skip only ground well out of view. Until it is
seen, a stem keeps its unsampled height, which can show for a stem whose base
is just off screen. Sampling uses valid loaded terrain as a floor while
retaining rooftop and below-sea-level elevations. A hidden globe does not
constrain photoreal geometry, and retry work remains bounded. Already sampled
nearby markers follow higher settled terrain on existing bounded walks, without