structure. The new approach is simpler, more flexible, and more dynamics.
We can now dynamically size the tile cache up and down. Also, the range
of tiles to load is now dependent on visibility and is calculated to always
bring in enough tiles.
from the pre-ssg / render everything ourselves days. Replaced with a
material library manager that is much better suited for working in the
context of ssg. This simplified and cleaned up a ton of old junk.
Better handling of missing tiles.
Added a range selector so we can completely ignore tiles that are beyond
our visibility range.
Added a routine to prep the ssg nodes before rendering by updating the
transform and range selector values.