Add per-chunk bounding-box debug visualization for Gaussian splats - #1253
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… splats Adds a runtime-toggleable wireframe overlay over a chunked .untoldgs entity's chunk AABBs, colored either by frustum/tree-cull pass-fail or by the level each chunk is currently drawn at (fine/level1/level2). Lets the chunk cull and the per-chunk LOD rule be inspected visually instead of only through logs. - GaussianComponent gains visibleChunkIndicesForRendering and chunkLevelsForRendering, populated each frame from the GPU's visible- chunk list and per-chunk level-state buffer. - SpatialDebugVisualization gains a Gaussian chunk-bounds toggle with a cull-pass-fail/level color mode, exposed via setGaussianChunkBoundsDebug. - SpatialDebugBoundsCollector builds the world-space boxes and colors; RenderPasses draws them depth-tested alongside the other debug bounds.
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Summary
.untoldgsentity's chunk AABBs, colored either by frustum/tree-cull pass-fail or by the level each chunk is currently drawn at (fine/level1/level2)GaussianComponentgainsvisibleChunkIndicesForRenderingandchunkLevelsForRendering, populated each frame from the GPU's visible-chunk list and per-chunk level-state bufferSpatialDebugVisualizationgains a Gaussian chunk-bounds toggle with a cull-pass-fail/level color mode, exposed viasetGaussianChunkBoundsDebug(...)SpatialDebugBoundsCollectorbuilds the world-space boxes and colors;RenderPassesdraws them depth-tested alongside the other debug boundsTest plan
swift buildsucceedssetGaussianChunkBoundsDebug(enabled: true, colorMode: .level)on a chunked splat entity and confirm boxes render and color as expected