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