suggestedDepthRange method
Sensible near and far planes for the current framing.
A fixed 0.1..1000 range wastes most of the depth buffer on empty space and z-fights on small models; tying the range to the orbit distance keeps precision where the geometry actually is.
Implementation
ClipDistances suggestedDepthRange() {
final near = math.max(distance * 0.01, 1e-4);
// 10x the orbit distance covers the far side of anything frameBounds framed,
// with room to zoom in. A larger multiplier only spends depth precision on
// empty space, which is the very thing this method exists to avoid.
final far = distance * 10.0 + 10.0;
return ClipDistances(near: near, far: far);
}