Drives frustum and solid-angle culling for one View, off the main
thread.
Each camera change rebuilds the view's frustum and posts it to the shared
SceneCuller worker; the returned cull deltas are applied via
View.setObjectsCulled. Posting is throttled to every Nth camera
change, plus a trailing pass once motion settles, with at most one pass in
flight at a time.
Construct one against a View to start culling it; call
ViewCuller.destroy to stop and un-cull every object. The culler also
self-destroys when its View is destroyed, so it never outlives it.
At most one culler may be live per View — constructing a second against the
same View throws. Destroy the existing one first to re-create with different
CullParams.
Drives frustum and solid-angle culling for one View, off the main thread.
Each camera change rebuilds the view's frustum and posts it to the shared SceneCuller worker; the returned cull deltas are applied via View.setObjectsCulled. Posting is throttled to every Nth camera change, plus a trailing pass once motion settles, with at most one pass in flight at a time.
Construct one against a View to start culling it; call ViewCuller.destroy to stop and un-cull every object. The culler also self-destroys when its View is destroyed, so it never outlives it.
At most one culler may be live per View — constructing a second against the same View throws. Destroy the existing one first to re-create with different CullParams.