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Rewrite LODSphereMesh as adaptive chunked-LOD single-draw renderer
Port the cube-sphere adaptive LOD and single-draw-call batching into the lat/long LODSphereMesh, adapting the cube blueprint to a single equirectangular (longitude, latitude) parameterization: - Quadtree roots at 2 longitude cells x 1 latitude cell; screen-space sagitta error drives splitting, with 2:1 balance and one-level stitch templates sealing LOD seams in a single batched draw per texID group. - Longitude edges wrap across the meridian seam; pole edges have no neighbour and are left unstitched (each pole is a single point, the collapsed triangles are degenerate and harmless). - resolveTile reproduces the legacy renderSection texcoord transform, so leaves map directly onto VirtualTexture tiles without a new texture type. - render() takes eyePos, pixelSize, enableHorizonCull and geometryScale; cull bounds and the LOD metric are scaled by geometryScale so the cloud and atmosphere shells (scaled in the modelview) are not over-culled. - Optional macro-gated wireframe mode mirroring the cube-sphere renderer. Plumb pixelSize through RenderInfo and update the surface, cloud and atmosphere call sites to the new signature.
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