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3cc759d72b
On first web load the sample stayed blank until a click/drag, then popped in. Root cause: the main draw + cull run before driveStreamingLoads in render(), so a chunk that becomes resident there is only painted a frame later. On desktop the streaming thread keeps inFlightApprox() > 0 during a load, so the render loop keeps ticking and the next frame paints it. On web the sync MEMFS / Blob load finishes instantly (inFlightApprox stays 0), so the single post-load requestFrame fired once and the on-demand loop went idle before the geometry was ever drawn — until some input re-armed it. Fix: arm a bounded settle burst (kStreamingSettleFrames) whenever there's streaming activity — a load this frame, work still queued, or a visible chunk not yet resident — and bleed it down over the next few frames, each requesting one more. Covers the cull→display latency under an on-demand loop and still quiesces at idle (no busy-rendering). General, not web-only. Regression test: the sample must render with NO pointer input — a centred patch (the framed cube) differs from a corner patch (background); a blank stall leaves both as background. Verified empirically with a no-interaction probe (canvas went from a static blank hash to a stable rendered one). 107/107 unit tests pass; 4/4 web smoke tests pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>