Pair a GPU-culled thin-instanced mesh with a lower-detail partner: when fullMesh's compute cull runs,
in-frustum instances closer than options.distance keep drawing through fullMesh while farther ones are
compacted into a second bucket drawn by lodMesh instead. lodMesh must be a normal scene mesh sharing the
same thin-instance matrix layout (it may reference the same matrices array); while paired it draws ONLY the
far bucket — never its own instance count — so when culling is disabled, unavailable, or the instance count
is 0, fullMesh falls back to drawing ALL instances and lodMesh draws nothing. options.band dithers the
threshold per instance by ±band/2 via a deterministic hash of the instance index. Like
enableThinInstanceGpuCulling, call after setThinInstances() and before registerScene();
distance/band may be re-set live by calling again with the same pair.
Pair a GPU-culled thin-instanced mesh with a lower-detail partner: when
fullMesh's compute cull runs, in-frustum instances closer thanoptions.distancekeep drawing throughfullMeshwhile farther ones are compacted into a second bucket drawn bylodMeshinstead.lodMeshmust be a normal scene mesh sharing the same thin-instance matrix layout (it may reference the same matrices array); while paired it draws ONLY the far bucket — never its own instance count — so when culling is disabled, unavailable, or the instance count is 0,fullMeshfalls back to drawing ALL instances andlodMeshdraws nothing.options.banddithers the threshold per instance by ±band/2 via a deterministic hash of the instance index. LikeenableThinInstanceGpuCulling, call aftersetThinInstances()and beforeregisterScene();distance/bandmay be re-set live by calling again with the same pair.