message: Using quadtree to perform frustum only if necessary
diff: @@ -759,27 +759,36 @@ export default class WebGLRenderer extends Renderer {
  );
  }
  - // Getting displayed nodes from quadtree
  - // TODO: if camera view includes the whole graph, don't ask the quad
  - let viewRectangle = this.camera.viewRectangle();
  + // Finding visible nodes to display their labels
  + let visibleNodes;
  - const visibleNodes = this.quadtree.rectangle(
  + if (cameraState.ratio >= 1) {
  +
  + // Camera is unzoomed so no need to ask the quadtree for visible nodes
  + visibleNodes = this.sigma.getGraph().nodes();
  + }
  + else {
  +
  + // Let's ask the quadtree
  + const viewRectangle = this.camera.viewRectangle();
  +
  + visibleNodes = this.quadtree.rectangle(
  viewRectangle.x1,
  viewRectangle.y1,
  viewRectangle.x2,
  viewRectangle.y2,
  viewRectangle.height
  );
  + }
  // Drawing labels
  // TODO: POW RATIO is currently default 0.5 and harcoded
  - const nodes = visibleNodes,
  - context = this.contexts.labels;
  + const context = this.contexts.labels;
  const sizeRatio = Math.pow(cameraState.ratio, 0.5);
  - for (let i = 0, l = nodes.length; i < l; i++) {
  - const data = this.nodeDataCache[nodes[i]];
  + for (let i = 0, l = visibleNodes.length; i < l; i++) {
  + const data = this.nodeDataCache[visibleNodes[i]];
  const {x, y} = this.camera.graphToDisplay(data.x, data.y);
  