highQualitySH property
When true, evaluate spherical harmonics per-splat every frame (highest quality). When false, use the cheaper resolve-pass approximation that evaluates SH once per splat with a single global view direction.
Implementation
@override
bool get highQualitySH => _highQualitySH;
Implementation
@override
set highQualitySH(bool value) {
if (value == _highQualitySH) return;
_highQualitySH = value;
// Re-enabling the approximation must recompute resolved colors.
_resolveDataDirty = true;
_lastResolvedDirection = null;
_onNeedsRender?.call();
}